An Investigation of the Adoption of Online Game Technologies in Indonesia

An Investigation of the Adoption of Online Game Technologies in Indonesia

Bernardinus Harnadi (Vincent Mary School of Science and Technology, Assumption University, Bangkok, Thailand)
DOI: 10.4018/IJGCMS.2017010101
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Abstract

This study examines influences on an individual's intentions to use online game technologies. Data was collected by the questionnaire from a sample of 895 individuals of age 12 – 26 years in Indonesia. A theoretical model extending the Unified Theory of Acceptance and Use of Technology included causal effects on intentions as well as moderating effects due to the individual's gender, age, and experience. The model was analyzed using structural equation modeling techniques and the results confirmed several findings from previous studies respected especially with the positive effects of enjoyment, ease of use, and the availability of infrastructure on the individual's intentions. New findings showed that gender, age, and experience moderated the effects on the individual's intention due to social influences, feelings of involvement, and perceptions of personal attainments, respectively. Moreover, new findings emerged for differences and similarities in the significant effects in the theoretical model among the groups defined within the scales of gender, age, and experience.
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The purpose of this review is to identify important variables and their causal or moderating effects on an individual’s intention to use online gaming technology. The focus is on recent studies that used quantitative methods and empirical data to evaluate theoretical causal models. Based on the findings of previous studies, a theoretical model is developed with associated research hypotheses.

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