2017
DOI: 10.4018/ijgcms.2017010101
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An Investigation of the Adoption of Online Game Technologies in Indonesia

Abstract: 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 find… Show more

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Cited by 13 publications
(15 citation statements)
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“…Hedonic motivation was an interesting factor in the research of acceptance, comprising perceived enjoyment (PE) and flow experience (FE). In technology acceptance research, PE functioned as a predictor for BI in the works of Akbar (2013), Alshare and Mousa (2014), Chen (2018), Harnadi (2017), Cultural factors as moderator Lee (2009) and Wei and Lu (2014), while FE was used by Akbar (2013), Harnadi (2017) and Wang and Sun (2016). PE showed a statistically significant direct effect on BI, as showed by Akbar (2013), Harnadi (2017), Wei and Lu (2014) and Lee (2009).…”
Section: Hedonic Motivation Habit and Behavioral Intentionmentioning
confidence: 99%
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“…Hedonic motivation was an interesting factor in the research of acceptance, comprising perceived enjoyment (PE) and flow experience (FE). In technology acceptance research, PE functioned as a predictor for BI in the works of Akbar (2013), Alshare and Mousa (2014), Chen (2018), Harnadi (2017), Cultural factors as moderator Lee (2009) and Wei and Lu (2014), while FE was used by Akbar (2013), Harnadi (2017) and Wang and Sun (2016). PE showed a statistically significant direct effect on BI, as showed by Akbar (2013), Harnadi (2017), Wei and Lu (2014) and Lee (2009).…”
Section: Hedonic Motivation Habit and Behavioral Intentionmentioning
confidence: 99%
“…Gender is a moderator in the relationships between factors within technology acceptance model. Chen (2018), Harnadi (2017), Lee (2009), Venkatesh (2003Venkatesh ( , 2012, Wang and Wang (2008) and Wang and Sun (2016) explored gender as moderator in online gaming acceptance and consumer acceptance. Table 5 shows the summary of the moderating effect of gender on related explorations.…”
Section: Moderating Effect Of Gendermentioning
confidence: 99%
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