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Gamers just want to have fun? Toward an understanding of the online game acceptance
Author(s) -
Yoon Gunwoo,
Duff Brittany R. L.,
Ryu Seoungho
Publication year - 2013
Publication title -
journal of applied social psychology
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.822
H-Index - 111
eISSN - 1559-1816
pISSN - 0021-9029
DOI - 10.1111/jasp.12133
Subject(s) - psychology , entertainment , social psychology , perception , value (mathematics) , technology acceptance model , usability , computer science , human–computer interaction , art , machine learning , neuroscience , visual arts
This study sought to examine the factors affecting the acceptance of an entertainment medium, particularly online games, by expanding the technology acceptance model. To measure factors affecting the acceptance of online games, we fielded a survey with 244 gamers serving as respondents. Perceived usefulness, enjoyment, and economic value were found to have a positive influence on attitude toward gaming, whereas perceived ease of use was not a significant predictor. In addition, we found that gender and game type (multiplayer or not) showed differing patterns of results. Interestingly, perceptions of mass acceptance of gaming were found to have a negative effect on attitude toward online games. Theoretical and practical implications of these findings are discussed.