Literature DB >> 29125789

Video Game Acceptance: A Meta-Analysis of the Extended Technology Acceptance Model.

Xiaohui Wang1, Dion Hoe-Lian Goh1.   

Abstract

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.

Keywords:  hedonic oriented; meta-analysis; technology acceptance model; utilitarian oriented; video games

Mesh:

Year:  2017        PMID: 29125789     DOI: 10.1089/cyber.2017.0086

Source DB:  PubMed          Journal:  Cyberpsychol Behav Soc Netw        ISSN: 2152-2715


  7 in total

Review 1.  Scoping Review of Pokémon Go: Comprehensive Assessment of Augmented Reality for Physical Activity Change.

Authors:  Tom Baranowski; Elizabeth J Lyons
Journal:  Games Health J       Date:  2019-08-06

2.  Effectiveness and acceptability of conversational agents for sexual health promotion: a systematic review and meta-analysis.

Authors:  Divyaa Balaji; Linwei He; Stefano Giani; Tibor Bosse; Reinout Wiers; Gert-Jan de Bruijn
Journal:  Sex Health       Date:  2022-10       Impact factor: 1.994

3.  Feasibility of a mHealth survey application for incarcerated and postrelease people living with HIV in a low-resource setting.

Authors:  Karen Dunn Lopez; Claire Cravero; Archana Krishnan; Vanessa E Carvalho de Sousa Freire; Gabriel J Culbert
Journal:  Res Nurs Health       Date:  2020-12-20       Impact factor: 2.228

4.  The Aerobic and Cognitive Exercise Study (ACES) for Community-Dwelling Older Adults With or At-Risk for Mild Cognitive Impairment (MCI): Neuropsychological, Neurobiological and Neuroimaging Outcomes of a Randomized Clinical Trial.

Authors:  Cay Anderson-Hanley; Nicole M Barcelos; Earl A Zimmerman; Robert W Gillen; Mina Dunnam; Brian D Cohen; Vadim Yerokhin; Kenneth E Miller; David J Hayes; Paul J Arciero; Molly Maloney; Arthur F Kramer
Journal:  Front Aging Neurosci       Date:  2018-05-04       Impact factor: 5.750

5.  How do mini games affect female users of mobile commerce? Improving platform satisfaction through game use intention.

Authors:  Yi-Ting Huang; Na Yu; Ching-Yi Chen
Journal:  Front Psychol       Date:  2022-09-26

Review 6.  The Playing Brain. The Impact of Video Games on Cognition and Behavior in Pediatric Age at the Time of Lockdown: A Systematic Review.

Authors:  Daniela Smirni; Elide Garufo; Luca Di Falco; Gioacchino Lavanco
Journal:  Pediatr Rep       Date:  2021-07-14

7.  Testing the Usability of Digital Educational Games for Encouraging Smoking Cessation.

Authors:  Jong-Long Guo; Hsiao-Pei Hsu; Mei-Hsun Lin; Cheng-Yu Lin; Chiu-Mieh Huang
Journal:  Int J Environ Res Public Health       Date:  2020-04-14       Impact factor: 3.390

  7 in total

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