Wee Kim Wee School of Communication and Information, Nanyang Technological University , Singapore, Singapore .
Cyberpsychol Behav Soc Netw. 2017 Nov;20(11):662-671. doi: 10.1089/cyber.2017.0086.
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.
本研究系统地回顾和总结了现有的游戏接受文献,确定了核心决定因素,并评估了扩展技术接受模型中关系的强度。此外,本研究将视频游戏分为两类:娱乐和实用,并分别研究了玩家对这两种类型的接受程度。通过对 50 篇文章的元分析,我们发现感知易用性(PEOU)、感知有用性(PU)和感知娱乐性(PE)与态度和行为意向显著相关。PE 是娱乐游戏接受的主要预测因素,而 PEOU 和 PU 是实用游戏接受的主要决定因素。此外,我们发现受访者类型和游戏平台是重要的调节变量。本研究的结果为游戏接受现象提供了重要的见解,并为未来的研究提供了方向。