Antecedents of the adoption of online games technologies: The study of adolescent behavior in playing online games

Bernardinus Harnadi
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引用次数: 2

Abstract

This study has a purpose to investigate the adoption of online games technologies among adolescents and their behavior in playing online games. The findings showed that half of them had experience ten months or less in playing online games with ten hours or less for each time playing per week. Nearly fifty-four percent played up to five times each week where sixty-six percent played two hours or less. Behavioral Intention has significant correlation to model variables naming Perceived Enjoyment, Flow Experience, Performance Expectancy, Effort Expectancy, Social Influence, and Facilitating Conditions; Experience; and the number and duration of game sessions. The last, Performance Expectancy and Facilitating Condition had a positive, medium, and statistically direct effect on Behavioral Intention. Four other variables Perceived Enjoyment, Flow Experience, Effort Expectancy, and Social Influence had positive or negative, medium or small, and not statistically direct effect on Behavioral Intention. Additionally, Flow Experience and Social Influence have no significant different between the mean value for male and female. Other variables have significant different regard to gender, where mean value of male was significantly greater than female except for Age. Practical implications of this study are relevant to groups who have interest to enhance or to decrease the adoption of online games technologies. Those to enhance the adoption of online games technologies must: preserve Performance Expectancy and Facilitating Conditions; enhance Flow Experience, Perceived Enjoyment, Effort Expectancy, and Social Influence; and engage the adolescent's online games behavior, specifically supporting them in longer playing games and in enhancing their experience. The opposite actions to these proposed can be considered to decrease the adoption.
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采用网络游戏技术的前因:青少年玩网络游戏行为的研究
本研究旨在探讨青少年对网络游戏技术的接受程度及其在网络游戏中的行为。调查结果显示,他们中有一半的人玩网络游戏的时间不超过10个月,每周每次玩游戏的时间不超过10小时。近54%的人每周玩5次游戏,66%的人每周玩2小时或更少。行为意向与感知享受、心流体验、表现期望、努力期望、社会影响、促进条件等模型变量显著相关;经验;以及游戏回合的数量和持续时间。最后,绩效期望和促进条件对行为意向有正、中、统计上的直接影响。知觉享受、心流体验、期望努力、社会影响等4个变量对行为意向有正、负、中、小的直接影响。此外,“心流体验”和“社会影响”的均值在男性和女性之间没有显著差异。其他变量在性别上有显著差异,除年龄外,男性的平均值显著大于女性。本研究的实际意义与那些对提高或减少网络游戏技术的采用感兴趣的群体有关。那些促进网络游戏技术采用的人必须:保持服务预期和便利条件;增强心流体验、感知享受、努力预期和社会影响;并参与青少年的网络游戏行为,特别是支持他们更长时间地玩游戏,增强他们的体验。可以考虑采取与这些建议相反的行动来降低采用率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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