视觉吸引力、社会互动、享受和竞争对城市居民接受移动电子竞技的影响

Nufri Wilis, L. Manik
{"title":"视觉吸引力、社会互动、享受和竞争对城市居民接受移动电子竞技的影响","authors":"Nufri Wilis, L. Manik","doi":"10.28945/5045","DOIUrl":null,"url":null,"abstract":"Aim/Purpose: This study investigated a model of mobile esports acceptance among urban citizens based on an extended Technology Acceptance Model (TAM). Background: Currently, esports are increasingly popular and in demand by the public. Supported by the widespread development of mobile devices, it has become an interactive market trend to play games in a new model, mobile esports. Methodology: This study collected data from 400 respondents and analyzed it using partial least squares-structural equation modeling (PLS-SEM). Contribution: This study addresses two research gaps. The first gap is limited esports information systems studies, particularly in mobile esports acceptance studies. The second gap is limited exploration of external variables in online gaming acceptance studies. Thus, this study proposed a TAM extended model by integrating the TAM native variables with other external variables such as visual appeal, enjoyment, social interaction, and competition to explore mobile esports acceptance by urban citizens. Findings: Nine hypotheses were accepted, and four were rejected. The visual appeal did not affect the acceptance. Meanwhile, social interaction and enjoyment significantly affected both perceived ease of use and usefulness. However, perceived ease of use surprisingly had an insignificant effect on attitude toward using mobile esports. Moreover, competition significantly affected the acceptance, particularly on perceived usefulness. Recommendations for Practitioners: Fresh and innovative features, such as new game items or themes, should be frequently introduced to enhance players’ continued enjoyment. Moreover, mobile esports providers should offer a solid platform to excite players’ interactions to increase the likelihood that users feel content. On the other hand, the national sports ministry/agency or responsible authorities should organize many esports competitions, big or small, to search for new talents. Recommendation for Researchers: Visual appeal in this study did not influence the perceived ease of use or usefulness. However, it could affect enjoyment. Thus, it would be worth revisiting the relationship between visual appeal and enjoyment. At the same time, perceived ease of use is a strong driver for the continued use of most online games, but not in this study. It could indicate significant differences between mobile esports and typical online games, one of which is the different purposes. Users might play online games for recreational intention, but players would use mobile esports to compete, win, or even get monetary rewards. Therefore, although users might find mobile esports challenging and hard to use, they tend to keep playing it. Thus, monetary rewards could be considered a determinant of the continuation of use. Impact on Society: Nowadays, users are being paid for playing games. It also would be an excel-lent job if they become professional esports athletes. This study investigated factors that could affect the continued use of mobile esports. Like other jobs, playing games professionally in the long term could make the players tedious and tired. Therefore, responsible parties, like mobile esports providers or governments, could use the recommendations of this study to promote positive behavior among the players. They will not feel like working and still con-sider playing mobile esports a hobby if they happily do the job. In the long run, the players could also make a nation’s society proud if they can be a champion in prestigious competitions. Future Research: A larger sample size will be needed to generalize the results, such as for a nation. It is also preferable if the sample is randomized systematically. Future works should also investigate whether the same results are acquired in other mobile esports. Furthermore, to extend our knowledge and deepen our understanding of the variables that influence mobile esports adoption, the subsequent research could look at other mobile esports acceptability based on characteristics of system functionality and moderator effects. Finally, longitudinal data-collecting approaches are suggested for future studies since behavior can change over time.","PeriodicalId":38962,"journal":{"name":"Interdisciplinary Journal of Information, Knowledge, and Management","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"The Effect of Visual Appeal, Social Interaction, Enjoyment, and Competition on Mobile Esports Acceptance by Urban Citizens\",\"authors\":\"Nufri Wilis, L. Manik\",\"doi\":\"10.28945/5045\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Aim/Purpose: This study investigated a model of mobile esports acceptance among urban citizens based on an extended Technology Acceptance Model (TAM). Background: Currently, esports are increasingly popular and in demand by the public. Supported by the widespread development of mobile devices, it has become an interactive market trend to play games in a new model, mobile esports. Methodology: This study collected data from 400 respondents and analyzed it using partial least squares-structural equation modeling (PLS-SEM). Contribution: This study addresses two research gaps. The first gap is limited esports information systems studies, particularly in mobile esports acceptance studies. The second gap is limited exploration of external variables in online gaming acceptance studies. Thus, this study proposed a TAM extended model by integrating the TAM native variables with other external variables such as visual appeal, enjoyment, social interaction, and competition to explore mobile esports acceptance by urban citizens. Findings: Nine hypotheses were accepted, and four were rejected. The visual appeal did not affect the acceptance. Meanwhile, social interaction and enjoyment significantly affected both perceived ease of use and usefulness. However, perceived ease of use surprisingly had an insignificant effect on attitude toward using mobile esports. Moreover, competition significantly affected the acceptance, particularly on perceived usefulness. Recommendations for Practitioners: Fresh and innovative features, such as new game items or themes, should be frequently introduced to enhance players’ continued enjoyment. Moreover, mobile esports providers should offer a solid platform to excite players’ interactions to increase the likelihood that users feel content. On the other hand, the national sports ministry/agency or responsible authorities should organize many esports competitions, big or small, to search for new talents. Recommendation for Researchers: Visual appeal in this study did not influence the perceived ease of use or usefulness. However, it could affect enjoyment. Thus, it would be worth revisiting the relationship between visual appeal and enjoyment. At the same time, perceived ease of use is a strong driver for the continued use of most online games, but not in this study. It could indicate significant differences between mobile esports and typical online games, one of which is the different purposes. Users might play online games for recreational intention, but players would use mobile esports to compete, win, or even get monetary rewards. Therefore, although users might find mobile esports challenging and hard to use, they tend to keep playing it. Thus, monetary rewards could be considered a determinant of the continuation of use. Impact on Society: Nowadays, users are being paid for playing games. It also would be an excel-lent job if they become professional esports athletes. This study investigated factors that could affect the continued use of mobile esports. Like other jobs, playing games professionally in the long term could make the players tedious and tired. Therefore, responsible parties, like mobile esports providers or governments, could use the recommendations of this study to promote positive behavior among the players. They will not feel like working and still con-sider playing mobile esports a hobby if they happily do the job. In the long run, the players could also make a nation’s society proud if they can be a champion in prestigious competitions. Future Research: A larger sample size will be needed to generalize the results, such as for a nation. It is also preferable if the sample is randomized systematically. Future works should also investigate whether the same results are acquired in other mobile esports. Furthermore, to extend our knowledge and deepen our understanding of the variables that influence mobile esports adoption, the subsequent research could look at other mobile esports acceptability based on characteristics of system functionality and moderator effects. Finally, longitudinal data-collecting approaches are suggested for future studies since behavior can change over time.\",\"PeriodicalId\":38962,\"journal\":{\"name\":\"Interdisciplinary Journal of Information, Knowledge, and Management\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Interdisciplinary Journal of Information, Knowledge, and Management\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.28945/5045\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"Computer Science\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Interdisciplinary Journal of Information, Knowledge, and Management","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.28945/5045","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"Computer Science","Score":null,"Total":0}
引用次数: 1

摘要

目的:本研究基于扩展的技术接受模型(TAM)研究城市居民对移动电子竞技的接受度模型。背景:目前,电子竞技越来越受欢迎,并受到公众的需求。在移动设备广泛发展的支持下,以一种新的模式——移动电竞——来玩游戏已经成为一种互动的市场趋势。方法:本研究收集了400名受访者的数据,并使用偏最小二乘结构方程模型(PLS-SEM)进行分析。贡献:本研究解决了两个研究空白。第一个缺口是有限的电子竞技信息系统研究,特别是在移动电子竞技接受度研究方面。第二个缺口是对网络游戏接受度研究中外部变量的有限探索。因此,本研究提出了一个TAM扩展模型,将TAM本地变量与其他外部变量(如视觉吸引力、享受、社会互动和竞争)相结合,以探索城市居民对移动电子竞技的接受程度。结果:9个假设被接受,4个假设被拒绝。视觉上的吸引力并没有影响接受度。同时,社交互动和享受显著影响感知易用性和有用性。然而,令人惊讶的是,易用性对使用手机电子竞技的态度的影响并不显著。此外,竞争显著影响接受度,特别是感知有用性。对从业者的建议:应该经常引入新鲜和创新的功能,如新的游戏道具或主题,以增强玩家的持续乐趣。此外,移动电子竞技提供商应该提供一个可靠的平台来激发玩家的互动,以增加用户感受到内容的可能性。另一方面,国家体育部/机构或主管部门应该组织许多或大或小的电子竞技比赛,以寻找新的人才。给研究人员的建议:在这项研究中,视觉吸引力并不影响感知的易用性或有用性。然而,它可能会影响享受。因此,我们有必要重新审视视觉吸引力和乐趣之间的关系。与此同时,易用性是大多数在线游戏持续使用的强大驱动力,但在本研究中并非如此。这可能表明移动电子竞技与典型的在线游戏之间存在显著差异,其中之一就是目的不同。用户玩在线游戏可能是出于娱乐目的,但玩家会使用手机电子竞技来竞争、获胜,甚至获得金钱奖励。因此,尽管用户可能会发现手机电子竞技具有挑战性且难以使用,但他们倾向于继续玩下去。因此,金钱奖励可以被认为是继续使用的决定因素。对社会的影响:如今,用户是通过玩游戏来付费的。如果他们成为职业电子竞技运动员,这也是一份很好的工作。本研究调查了可能影响移动电子竞技持续使用的因素。与其他工作一样,长期专业地玩游戏可能会让玩家感到乏味和疲惫。因此,负责任的各方,如移动电子竞技提供商或政府,可以使用这项研究的建议来促进玩家的积极行为。如果他们喜欢这份工作,他们就不会喜欢工作,仍然会把玩手机电竞当成一种爱好。从长远来看,如果运动员能在著名的比赛中获得冠军,他们也可以让一个国家的社会感到骄傲。未来研究:将需要更大的样本量来推广结果,例如对一个国家。如果样本是系统随机的,这也是可取的。未来的工作还应该调查其他移动电子竞技是否也能获得同样的结果。此外,为了扩展我们的知识并加深我们对影响移动电子竞技采用的变量的理解,后续研究可以基于系统功能和调节效应的特征来研究其他移动电子竞技的可接受性。最后,纵向数据收集方法被建议用于未来的研究,因为行为可以随着时间的推移而改变。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
The Effect of Visual Appeal, Social Interaction, Enjoyment, and Competition on Mobile Esports Acceptance by Urban Citizens
Aim/Purpose: This study investigated a model of mobile esports acceptance among urban citizens based on an extended Technology Acceptance Model (TAM). Background: Currently, esports are increasingly popular and in demand by the public. Supported by the widespread development of mobile devices, it has become an interactive market trend to play games in a new model, mobile esports. Methodology: This study collected data from 400 respondents and analyzed it using partial least squares-structural equation modeling (PLS-SEM). Contribution: This study addresses two research gaps. The first gap is limited esports information systems studies, particularly in mobile esports acceptance studies. The second gap is limited exploration of external variables in online gaming acceptance studies. Thus, this study proposed a TAM extended model by integrating the TAM native variables with other external variables such as visual appeal, enjoyment, social interaction, and competition to explore mobile esports acceptance by urban citizens. Findings: Nine hypotheses were accepted, and four were rejected. The visual appeal did not affect the acceptance. Meanwhile, social interaction and enjoyment significantly affected both perceived ease of use and usefulness. However, perceived ease of use surprisingly had an insignificant effect on attitude toward using mobile esports. Moreover, competition significantly affected the acceptance, particularly on perceived usefulness. Recommendations for Practitioners: Fresh and innovative features, such as new game items or themes, should be frequently introduced to enhance players’ continued enjoyment. Moreover, mobile esports providers should offer a solid platform to excite players’ interactions to increase the likelihood that users feel content. On the other hand, the national sports ministry/agency or responsible authorities should organize many esports competitions, big or small, to search for new talents. Recommendation for Researchers: Visual appeal in this study did not influence the perceived ease of use or usefulness. However, it could affect enjoyment. Thus, it would be worth revisiting the relationship between visual appeal and enjoyment. At the same time, perceived ease of use is a strong driver for the continued use of most online games, but not in this study. It could indicate significant differences between mobile esports and typical online games, one of which is the different purposes. Users might play online games for recreational intention, but players would use mobile esports to compete, win, or even get monetary rewards. Therefore, although users might find mobile esports challenging and hard to use, they tend to keep playing it. Thus, monetary rewards could be considered a determinant of the continuation of use. Impact on Society: Nowadays, users are being paid for playing games. It also would be an excel-lent job if they become professional esports athletes. This study investigated factors that could affect the continued use of mobile esports. Like other jobs, playing games professionally in the long term could make the players tedious and tired. Therefore, responsible parties, like mobile esports providers or governments, could use the recommendations of this study to promote positive behavior among the players. They will not feel like working and still con-sider playing mobile esports a hobby if they happily do the job. In the long run, the players could also make a nation’s society proud if they can be a champion in prestigious competitions. Future Research: A larger sample size will be needed to generalize the results, such as for a nation. It is also preferable if the sample is randomized systematically. Future works should also investigate whether the same results are acquired in other mobile esports. Furthermore, to extend our knowledge and deepen our understanding of the variables that influence mobile esports adoption, the subsequent research could look at other mobile esports acceptability based on characteristics of system functionality and moderator effects. Finally, longitudinal data-collecting approaches are suggested for future studies since behavior can change over time.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
CiteScore
2.30
自引率
0.00%
发文量
14
期刊最新文献
IJIKM Volume 18, 2023 – Table of Contents Factors Affecting Individuals’ Behavioral Intention to Use Online Capital Market Investment Platforms in Indonesia Investigating the Adoption of Social Commerce: A Case Study of SMEs in Jordan The Influence of Big Data Management on Organizational Performance in Organizations: The Role of Electronic Records Management System Potentiality Customer Churn Prediction in the Banking Sector Using Machine Learning-Based Classification Models
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1