Video game acceptance : a meta-analysis of the extended technology acceptance model
The current study systematically reviews and summarizes the existing literature of game acceptance, identifies the core determinants, and evaluates the strength of the relationships in the extended technology acceptance model. Moreover, this study segments video games into two categories: hedonic an...
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sg-ntu-dr.10356-1402342020-05-27T08:04:17Z Video game acceptance : a meta-analysis of the extended technology acceptance model Wang, Xiaohui Goh, Dion Hoe-Lian Wee Kim Wee School of Communication and Information Social sciences::Communication Video Games Technology Acceptance Model The current study systematically reviews and summarizes the existing literature of game acceptance, identifies the core determinants, and evaluates the strength of the relationships in the extended technology acceptance model. Moreover, this study segments video games into two categories: hedonic and utilitarian and examines player acceptance of these two types separately. Through a meta-analysis of 50 articles, we find that perceived ease of use (PEOU), perceived usefulness (PU), and perceived enjoyment (PE) significantly associate with attitude and behavioral intention. PE is the dominant predictor of hedonic game acceptance, while PEOU and PU are the main determinants of utilitarian game acceptance. Furthermore, we find that respondent type and game platform are significant moderators. Findings of this study provide critical insights into the phenomenon of game acceptance and suggest directions for future research. 2020-05-27T08:04:17Z 2020-05-27T08:04:17Z 2017 Journal Article Wang, X., & Goh, D. H.-L. (2017). Video game acceptance : a meta-analysis of the extended technology acceptance model. Cyberpsychology, Behavior, and Social Networking, 20(11), 662-671. doi:10.1089/cyber.2017.0086 2152-2715 https://hdl.handle.net/10356/140234 10.1089/cyber.2017.0086 29125789 2-s2.0-85033782086 11 20 662 671 en Cyberpsychology, Behavior, and Social Networking © 2017 Mary Ann Liebert, Inc. All rights reserved. |
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Social sciences::Communication Video Games Technology Acceptance Model Wang, Xiaohui Goh, Dion Hoe-Lian Video game acceptance : a meta-analysis of the extended technology acceptance model |
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The current study systematically reviews and summarizes the existing literature of game acceptance, identifies the core determinants, and evaluates the strength of the relationships in the extended technology acceptance model. Moreover, this study segments video games into two categories: hedonic and utilitarian and examines player acceptance of these two types separately. Through a meta-analysis of 50 articles, we find that perceived ease of use (PEOU), perceived usefulness (PU), and perceived enjoyment (PE) significantly associate with attitude and behavioral intention. PE is the dominant predictor of hedonic game acceptance, while PEOU and PU are the main determinants of utilitarian game acceptance. Furthermore, we find that respondent type and game platform are significant moderators. Findings of this study provide critical insights into the phenomenon of game acceptance and suggest directions for future research. |
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Wee Kim Wee School of Communication and Information |
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Wee Kim Wee School of Communication and Information Wang, Xiaohui Goh, Dion Hoe-Lian |
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Article |
author |
Wang, Xiaohui Goh, Dion Hoe-Lian |
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Wang, Xiaohui |
title |
Video game acceptance : a meta-analysis of the extended technology acceptance model |
title_short |
Video game acceptance : a meta-analysis of the extended technology acceptance model |
title_full |
Video game acceptance : a meta-analysis of the extended technology acceptance model |
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Video game acceptance : a meta-analysis of the extended technology acceptance model |
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Video game acceptance : a meta-analysis of the extended technology acceptance model |
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video game acceptance : a meta-analysis of the extended technology acceptance model |
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2020 |
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https://hdl.handle.net/10356/140234 |
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1681058913886142464 |