{"title":"用UTAUT和游戏设计分析手机网络游戏的用户持续性","authors":"Hafiz Marham, R. Saputra","doi":"10.1109/ICICoS48119.2019.8982431","DOIUrl":null,"url":null,"abstract":"This study was about analysis acceptance of Mobile-Online Games (M-OG) and proposed a model which is the result of integration between Unified Theory of Acceptance and Usage of Technology (UTAUT) and Game Design. Analysis of technology acceptance concerning to Mobile Online-Games (M-OG) was done by assessing the influence of the enjoyment factor that caused to users when playing games. The study was conducted for a month, from July 15 to August 20, 2019 in Java and Sumatera. In this study also collected 215 data from respondents who participated. To test the relationship between latent variables and indicators also hypotheses designed, this studied was used Partial Least Square - Structural Equation Modeling (PLS-SEM). The results showed the perceived enjoyment variable had a significant influence on user behavior in the continuance intention of playing M-OG. In addition, the performance expectancy variable also has a significant influence on user behavior to continuance in playing M-OG. Variables that also very significantly influence the user's enjoyment in playing M-OG are challenge, novelty, and effort expectancy. In this study also found variables that do not have a significant influence on the continuance of the user playing M-OG, these variables are social influence and facilitating conditions. The design aesthetic variable was also found to have no significant influence on the enjoyment that users get when playing M-OG.","PeriodicalId":105407,"journal":{"name":"2019 3rd International Conference on Informatics and Computational Sciences (ICICoS)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"User Continuance in Playing Mobile Online Games Analyzed by Using UTAUT and Game Design\",\"authors\":\"Hafiz Marham, R. Saputra\",\"doi\":\"10.1109/ICICoS48119.2019.8982431\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This study was about analysis acceptance of Mobile-Online Games (M-OG) and proposed a model which is the result of integration between Unified Theory of Acceptance and Usage of Technology (UTAUT) and Game Design. Analysis of technology acceptance concerning to Mobile Online-Games (M-OG) was done by assessing the influence of the enjoyment factor that caused to users when playing games. The study was conducted for a month, from July 15 to August 20, 2019 in Java and Sumatera. In this study also collected 215 data from respondents who participated. To test the relationship between latent variables and indicators also hypotheses designed, this studied was used Partial Least Square - Structural Equation Modeling (PLS-SEM). The results showed the perceived enjoyment variable had a significant influence on user behavior in the continuance intention of playing M-OG. In addition, the performance expectancy variable also has a significant influence on user behavior to continuance in playing M-OG. Variables that also very significantly influence the user's enjoyment in playing M-OG are challenge, novelty, and effort expectancy. In this study also found variables that do not have a significant influence on the continuance of the user playing M-OG, these variables are social influence and facilitating conditions. The design aesthetic variable was also found to have no significant influence on the enjoyment that users get when playing M-OG.\",\"PeriodicalId\":105407,\"journal\":{\"name\":\"2019 3rd International Conference on Informatics and Computational Sciences (ICICoS)\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2019 3rd International Conference on Informatics and Computational Sciences (ICICoS)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICICoS48119.2019.8982431\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2019 3rd International Conference on Informatics and Computational Sciences (ICICoS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICICoS48119.2019.8982431","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
User Continuance in Playing Mobile Online Games Analyzed by Using UTAUT and Game Design
This study was about analysis acceptance of Mobile-Online Games (M-OG) and proposed a model which is the result of integration between Unified Theory of Acceptance and Usage of Technology (UTAUT) and Game Design. Analysis of technology acceptance concerning to Mobile Online-Games (M-OG) was done by assessing the influence of the enjoyment factor that caused to users when playing games. The study was conducted for a month, from July 15 to August 20, 2019 in Java and Sumatera. In this study also collected 215 data from respondents who participated. To test the relationship between latent variables and indicators also hypotheses designed, this studied was used Partial Least Square - Structural Equation Modeling (PLS-SEM). The results showed the perceived enjoyment variable had a significant influence on user behavior in the continuance intention of playing M-OG. In addition, the performance expectancy variable also has a significant influence on user behavior to continuance in playing M-OG. Variables that also very significantly influence the user's enjoyment in playing M-OG are challenge, novelty, and effort expectancy. In this study also found variables that do not have a significant influence on the continuance of the user playing M-OG, these variables are social influence and facilitating conditions. The design aesthetic variable was also found to have no significant influence on the enjoyment that users get when playing M-OG.