This study examines influences on an individual's intentions to use online game technologies. Data was collected by the questionnaire from a sample of 895 individuals of age 12 – 26 years in Indonesia. A theoretical model extending the Unified Theory of Acceptance and Use of Technology included causal effects on intentions as well as moderating effects due to the individual's gender, age, and experience. The model was analyzed using structural equation modeling techniques and the results confirmed several findings from previous studies respected especially with the positive effects of enjoyment, ease of use, and the availability of infrastructure on the individual's intentions. New findings showed that gender, age, and experience moderated the effects on the individual's intention due to social influences, feelings of involvement, and perceptions of personal attainments, respectively. Moreover, new findings emerged for differences and similarities in the significant effects in the theoretical model among the groups defined within the scales of gender, age, and experience.
This paper has purpose to investigate the impact of quality factors on satisfaction and continuing intention in using e-learning system. The study employs expectationconfirmation model (ECM) to express the effect of Information Quality, System Quality, Service Quality on Confirmation and Satisfaction and adds Perceived Usefulness and Self efficacy to reveal their effect on Satisfaction. The proposed model was tested using 325 respondents. They are young people that live in digital native culture. The analysis of data was carried out in two stages, the first stage is validity and reliability checking to perform correlation analysis of variables when pass the checking. The second stage, the causal effects of variables are examined using Structural Equation Modelling (SEM) using Partial Least Square (PLS). The findings of the study reveal quality factors as the determining factors for the confirmation of the satisfying and using e-learning continually. The confirmation also was determined by the perceived usefulness of the system and the self-efficacy in using the system. The findings disclose the quality of e-learning system is prominent factor on continuance intention to use the system.
This study examines influences on an individual's intentions to use online game technologies. Data was collected by the questionnaire from a sample of 895 individuals of age 12 – 26 years in Indonesia. A theoretical model extending the Unified Theory of Acceptance and Use of Technology included causal effects on intentions as well as moderating effects due to the individual's gender, age, and experience. The model was analyzed using structural equation modeling techniques and the results confirmed several findings from previous studies respected especially with the positive effects of enjoyment, ease of use, and the availability of infrastructure on the individual's intentions. New findings showed that gender, age, and experience moderated the effects on the individual's intention due to social influences, feelings of involvement, and perceptions of personal attainments, respectively. Moreover, new findings emerged for differences and similarities in the significant effects in the theoretical model among the groups defined within the scales of gender, age, and experience.
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