Extending the theory of planned behavior (TPB) to explain online game playing among Malaysian undergraduate students

被引:108
作者
Alzahrani, Ahmed Ibrahim [1 ]
Mahmud, Imran [2 ]
Ramayah, T. [3 ,4 ]
Alfarraj, Osama [1 ]
Alalwan, Nasser [1 ]
机构
[1] King Saud Univ, Dept Comp Sci, Community Coll, Riyadh, Saudi Arabia
[2] Daffodil Int Univ, Dept Software Engn, Dhaka, Bangladesh
[3] Univ Sains Malaysia, Sch Management, Minden 11800, Penang, Malaysia
[4] Univ Teknol Malaysia, UTM IBS, Kuala Lumpur 54100, Malaysia
关键词
Flow; HCI; Malaysia; Online games; Perceived enjoyment; Social interaction; Theory of planned behavior; SOCIAL-INFLUENCE; INFORMATION-SYSTEMS; USER ACCEPTANCE; FLOW; INTENTION; MODEL; CONTINUANCE; PERFORMANCE; EXTENSION; LOYALTY;
D O I
10.1016/j.tele.2016.07.001
中图分类号
G25 [图书馆学、图书馆事业]; G35 [情报学、情报工作];
学科分类号
1205 ; 120501 ;
摘要
As the world moves into the web 2.0 era, everyone can connect virtually, and online game playing has become a trend. Online games are played over computer networks, usually over the Internet. Online games entail a number of advantages, such as the ability to connect to multiplayer games, although single-player online games are also rather popular. This exploratory study focused on modeling the determinants of actual use of online game playing. Many researchers have shown perceived enjoyment and flow experience as important drivers of actual use of online game playing. The theory of planned behavior has been used in this study. Data were collected from 1584 Universiti Sains Malaysia students with different backgrounds using a structured questionnaire. The findings show that perceived enjoyment has the strongest influence on actual use. Other Variables found to influence actual usage include the level of perceived behavioral control, subjective norms, attitude, perceived enjoyment, and flow experience. Implications of this research for future researchers will also be discussed. We hope this research will increase researchers' interest in further development in this sector and that the model will assist the games industry to identify factors that increase actual use by players. (C) 2016 Elsevier Ltd. All rights reserved.
引用
收藏
页码:239 / 251
页数:13
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