| Literature DB >> 33916169 |
Manuela Linares1, M Dolores Gallego2, Salvador Bueno2.
Abstract
This study is focused on the massively multiplayer online games' acceptance. In general, while specialized literature reveals that the online gaming industry has grown strongly in recent years, little evidence is identified on its user acceptance. In this manner, the present study is an attempt to fill this gap. Concretely, two aims are defined: (1) proposing an acceptance model to predict the continuance usage of massively multiplayer online games, and (2) knowing how this continuance usage encourages social well-being. The model proposed employing the structural equation modeling with partial least squares (PLS-SEM) methodology. This PLS-SEM model has been defined using a combination of the technology acceptance model (TAM) and the self-determination theory (SDT), comprising eight constructs: (1) autonomy and competence, (2) relatedness, (3) achievement and challenge, (4) flow experience, (5) perceived enjoyment, (6) social well-being, (7) perceived ease of use, and (8) continuance intention. The findings reveal that continuance intention impacts on social well-being. Moreover, the pivotal role of flow experience for continuance intention has been demonstrated. Additionally, continuance intention has been impacted by the perceived enjoyment, showing that it is a key construct for the acceptance of massively multiplayer online games. Thus, two contributions are highlighted. First, these results provide the gaming industry and software developer companies with considerations on gamers' motivations in the online game design, in order to stimulate and incentivize its use. Second, the present study can be useful for academicians and practitioners to understand the online gamers' emotions and well-being, showing some light over their psychology and mental health. Finally, limitations and future directions are exposed.Entities:
Keywords: e-Sports; emotions; massively multiplayer online games (MMOG); online games; self-determination theory (SDT); technology acceptance model (TAM)
Mesh:
Year: 2021 PMID: 33916169 PMCID: PMC8037543 DOI: 10.3390/ijerph18073687
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Figure 1Proposed model. Sources: [19,21,37].
Profile of participants.
| Dimensions | Options | Number of Responses |
|---|---|---|
| Gender | Male | 225 (85.2%) |
| Female | 39 (14.77%) | |
| Age (years old) | <20 | 104 (39.4%) |
| ≥20 and ≤25 | 98 (37.12%) | |
| ≥26 and ≤30 | 27 (10.27%) | |
| ≥31 and ≤35 | 7 (2.65%) | |
| ≥36 and ≤40 | 11 (4.16%) | |
| >40 | 17 (6.43%) | |
| Online Games use frequency | Rarely | 20 (7.58%) |
| Once a week | 39 (14.77%) | |
| Once a day | 114 (43.18%) | |
| Several times a day | 91 (34.47%) | |
| Spent money | No | 110 (41.67%) |
| Yes | 154 (58.33%) | |
| Type of MMOG | Fortnite | 264 (100%) |
| League of Legends | 125 (47.3%) | |
| Clash of Clans | 86 (32.5%) | |
| Brawl Stars | 93 (35.2%) | |
| Minecraft | 56 (21.21%) | |
| Dota 2 | 146 (55.3%) | |
| Roblox | 75 (28.4%) | |
| Counter Strike | 43 (16.2%) |
Item loadings and measurement reliability.
| Latent Constructs and Items | Item Reliability | Composite Reliability | Cronbach’s Alpha | Average Variance Extracted (AVE) |
|---|---|---|---|---|
| Achievement and challenge (AE) | 0.882 | 0.823 | 0.653 | |
| AE1 | 0.874 | |||
| AE2 | 0.735 | |||
| AE3 | 0.844 | |||
| AE4 | 0.772 | |||
| Continuance Intention (CI) | 0.920 | 0.825 | 0.851 | |
| CI1 | 0.920 | |||
| CI2 | 0.925 | |||
| Flow experience (FE) | 0.859 | 0.754 | 0.670 | |
| FE1 | 0.857 | |||
| FE2 | 0.827 | |||
| FE3 | 0.769 | |||
| Need for autonomy and competence (NC) | 0.925 | 0.898 | 0.711 | |
| NA1 | 0.844 | |||
| NA2 | 0.843 | |||
| NC1 | 0.782 | |||
| NC2 | 0.855 | |||
| NC3 | 0.889 | |||
| Need for relatedness (NR) | 0.906 | 0.844 | 0.763 | |
| NR1 | 0.898 | |||
| NR2 | 0.885 | |||
| NR3 | 0.837 | |||
| Perceived enjoyment (PE) | 0.889 | 0.834 | 0.667 | |
| PE1 | 0.771 | |||
| PE2 | 0.840 | |||
| PE3 | 0.843 | |||
| PE4 | 0.811 | |||
| Perceived ease of use (PEU) | 0.881 | 0.798 | 0.713 | |
| PEU1 | 0.846 | |||
| PEU3 | 0.879 | |||
| PEU4 | 0.806 | |||
| Social well-being (WB) | 0.903 | 0.841 | 0.757 | |
| WB3 | 0.871 | |||
| WB1 | 0.871 | |||
| WB2 | 0.868 |
Measurement model estimation.
| Construct | AE | CI | FE | NC | NR | PE | PEU | WB |
|---|---|---|---|---|---|---|---|---|
| AE |
| |||||||
| CI | 0.624 |
| ||||||
| FE | 0.677 | 0.636 |
| |||||
| NC | 0.590 | 0.532 | 0.584 |
| ||||
| NR | 0.537 | 0.471 | 0.536 | 0.571 |
| |||
| PE | 0.712 | 0.630 | 0.655 | 0.519 | 0.540 |
| ||
| PEU | 0.355 | 0.278 | 0.250 | 0.433 | 0.190 | 0.346 |
| |
| WB | 0.618 | 0.513 | 0.575 | 0.583 | 0.671 | 0.529 | 0.137 |
|
Note: Diagonal components are the square root of the AVE.
Loading and cross-loading matrix.
| Item | AE | CI | FE | NC | NR | PE | PEU | WB |
|---|---|---|---|---|---|---|---|---|
| AE1 |
| 0.524 | 0.608 | 0.506 | 0.476 | 0.627 | 0.308 | 0.551 |
| AE2 |
| 0.379 | 0.471 | 0.292 | 0.292 | 0.469 | 0.161 | 0.400 |
| AE3 |
| 0.600 | 0.476 | 0.540 | 0.486 | 0.643 | 0.408 | 0.511 |
| AE4 |
| 0.476 | 0.647 | 0.525 | 0.449 | 0.535 | 0.221 | 0.521 |
| CI1 | 0.556 |
| 0.604 | 0.486 | 0.397 | 0.631 | 0.251 | 0.418 |
| CI2 | 0.595 |
| 0.571 | 0.496 | 0.471 | 0.533 | 0.263 | 0.527 |
| FE1 | 0.585 | 0.635 |
| 0.483 | 0.399 | 0.575 | 0.232 | 0.421 |
| FE2 | 0.591 | 0.445 |
| 0.556 | 0.514 | 0.488 | 0.201 | 0.553 |
| FE3 | 0.487 | 0.458 |
| 0.404 | 0.419 | 0.537 | 0.175 | 0.458 |
| NA1 | 0.513 | 0.457 | 0.513 |
| 0.491 | 0.457 | 0.354 | 0.527 |
| NA2 | 0.518 | 0.461 | 0.511 |
| 0.473 | 0.421 | 0.413 | 0.527 |
| NC1 | 0.464 | 0.420 | 0.482 |
| 0.422 | 0.442 | 0.388 | 0.390 |
| NC2 | 0.514 | 0.445 | 0.488 |
| 0.495 | 0.447 | 0.315 | 0.496 |
| NC3 | 0.472 | 0.456 | 0.457 |
| 0.530 | 0.418 | 0.332 | 0.515 |
| NR1 | 0.502 | 0.458 | 0.508 | 0.512 |
| 0.474 | 0.183 | 0.529 |
| NR2 | 0.427 | 0.334 | 0.419 | 0.512 |
| 0.450 | 0.184 | 0.558 |
| NR3 | 0.475 | 0.436 | 0.472 | 0.473 |
| 0.488 | 0.132 | 0.666 |
| PE1 | 0.526 | 0.515 | 0.435 | 0.426 | 0.420 |
| 0.275 | 0.353 |
| PE2 | 0.549 | 0.462 | 0.499 | 0.391 | 0.412 |
| 0.207 | 0.477 |
| PE3 | 0.634 | 0.525 | 0.604 | 0.419 | 0.498 |
| 0.250 | 0.491 |
| PE4 | 0.606 | 0.547 | 0.582 | 0.455 | 0.427 |
| 0.388 | 0.402 |
| PEU1 | 0.318 | 0.269 | 0.204 | 0.342 | 0.184 | 0.323 |
| 0.164 |
| PEU3 | 0.293 | 0.196 | 0.185 | 0.332 | 0.178 | 0.268 |
| 0.120 |
| PEU4 | 0.286 | 0.233 | 0.238 | 0.415 | 0.120 | 0.281 |
| 0.065 |
| WB3 | 0.567 | 0.514 | 0.494 | 0.483 | 0.536 | 0.493 | 0.152 |
|
| WB1 | 0.506 | 0.418 | 0.506 | 0.515 | 0.611 | 0.440 | 0.079 |
|
| WB2 | 0.532 | 0.387 | 0.503 | 0.531 | 0.618 | 0.438 | 0.120 |
|
Figure 2Path coefficient of the analysis.
Test of the hypotheses.
| Path Coefficient | t-Value | Supported | |
|---|---|---|---|
| H1: PE -> FE | 0.655 | 16.338 *** | Yes |
| H2: PE -> CI | 0.354 | 4.870 *** | Yes |
| H3: PEU -> PE | 0.253 | 4.141 *** | Yes |
| H4: PEU -> CI | 0.058 | 1.181 | No |
| H5: FE -> CI | 0.390 | 5.403 *** | Yes |
| H6: NC -> PEU | 0.433 | 6.713 *** | Yes |
| H7: NR -> PE | 0.492 | 10.016 *** | Yes |
| H8: CI -> AE | 0.624 | 13.396 *** | Yes |
| H9: CI -> WB | 0.513 | 10.717 *** | Yes |
Significant at: *** p < 0.001; t(0.001;∞) = 3.3195.
Questionnaire.
| Construct | Items | Description | Source |
|---|---|---|---|
| Achievement and challenge | AE1 | Using the online game gives me satisfaction. | [ |
| AE2 | Using the online game gives me pleasure. | ||
| AE3 | Using the online game gives me enjoyment. | ||
| AE4 | By using online games, I have the experience that everything flows. | ||
| Continuance intention | CI1 | I intend to continue using the online game in the future. | [ |
| CI2 | I plan to continue using the online game frequently. | ||
| Flow experience | FE1 | By using the online games, I keep my attention completely focused on it. | [ |
| FE2 | Using the online game makes me feel in control. | ||
| FE3 | I am curious to use the online game. | ||
| Need for autonomy and competence | NC1 | Using the online game increases my competence. | [ |
| NC2 | Using the online game improves my feeling of being capable to do things. | ||
| NC3 | Using the online game improves my feeling of being capable to reach complex aims. | ||
| NA1 | Using the online game allows me to do activities in an alternative way. | ||
| NA2 | Using the online game allows me to do activities as I desire. | ||
| Need for relatedness | NR1 | Using the online game integrates me in a group. | [ |
| NR2 | Using the online game allows me to make new relationships with people. | ||
| NR3 | Using the online game allows me to contact with people to converse about things that interest me. | ||
| Perceived enjoyment | PE1 | Using the online game is enjoyable. | [ |
| PE2 | I have fun while using the online game. | ||
| PE3 | I experienced excitement while using the online game. | ||
| PE4 | The actual process of using the online game is pleasant.. | ||
| Perceived ease of use | PEU1 | Using the online game is clear and easy to understand. | [ |
| PEU3 | I find the online game to easy to use. | ||
| PEU4 | I find the online game easy to get what I want it to do. | ||
| Well-being | WB1 | The online game is important for my social well-being. | [ |
| WB2 | The online game is important for the improvement of the quality of my life in my community. | ||
| WB3 | Overall, what is the importance of online games in your life? |