(IEEE 2016) Antecedents of the Adoption of Online Games Technologies: The Study of Adolescent Behavior in Playing Online Games

Harnadi, Bernardinus (2017) (IEEE 2016) Antecedents of the Adoption of Online Games Technologies: The Study of Adolescent Behavior in Playing Online Games. 2016 2nd International Conference on Science in Information Technology (ICSITech). ISSN 978-1-5090-1720-1

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Official URL: https://doi.org/10.1109/ICSITech.2016.7852612

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.

Item Type: Article
Subjects: 000 Computer Science, Information and General Works > 005 Computer programming, programs & data > Information Systems
Divisions: Faculty of Computer Science > Department of Information Systems
Depositing User: Mr Bernardinus Harnadi
Date Deposited: 27 Feb 2019 03:39
Last Modified: 31 May 2024 00:33
URI: http://repository.unika.ac.id/id/eprint/18048

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