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

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dc.contributor.author Alzahrani, Ahmed Ibrahim
dc.contributor.author Mahmud, Imran
dc.contributor.author Ramayah, T.
dc.contributor.author Alfarraj, Osama
dc.contributor.author Alalwan, Nasser
dc.date.accessioned 2018-09-23T05:52:11Z
dc.date.accessioned 2019-05-27T09:56:59Z
dc.date.available 2018-09-23T05:52:11Z
dc.date.available 2019-05-27T09:56:59Z
dc.date.issued 2016-07-30
dc.identifier.uri http://hdl.handle.net/20.500.11948/3281
dc.description.abstract 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. Full Text Link: https://doi.org/10.1016/j.tele.2016.07.001 en_US
dc.language.iso en en_US
dc.publisher Elsevier en_US
dc.subject Flow en_US
dc.subject HCI en_US
dc.subject Malaysia en_US
dc.subject Online games en_US
dc.subject Perceived enjoyment en_US
dc.subject Social interaction en_US
dc.subject Theory of planned behavior en_US
dc.title Extending the theory of planned behavior (TPB) to explain online game playing among Malaysian undergraduate students en_US
dc.type Article en_US


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