User Acceptance of Online Computer Games

Author(s):  
Yuan Gao

User interface design makes an important contribution to the effective presentation of online entertainment products. In this chapter, we examine two models in predicting user acceptance of online computer games. The first is the technology acceptance model (TAM) from the information systems field, while the second is a consumer behavior model based on marketing and advertising research. A field study was conducted to empirically test the two models. Results indicate that both models explain a significant amount of variance in our dependent variables: attitude toward the game and intention to return to the game, with TAM a more consistent predictor of both result variables. This study sheds light on research of Web-based product presentation in general and that of entertainment products such as online computer games in particular.

2020 ◽  
Vol 5 (2) ◽  
pp. 41-53
Author(s):  
Abidah MatTaib ◽  
Noor Atirah Mohd Shukri ◽  
Nurul Hidayah Ahmad Zukri ◽  
Norlizawati Ghazali

Final Year Project (FYP) is a compulsory requirement for graduation of every bachelor programme in Universiti Teknologi MARA (UiTM). Finding a topic for the final year project is quite challenging. However, being able to access previous FYP thesis helps students to generate some ideas. Supervisors and lecturers can also determine whether the proposed project is already among the previous research project or a new one. Unfortunately, the past FYP thesis is usually kept in a specific thesis room. Hence, this will make going to the thesis room and searching the thesis for references quite burdensome. The lack of electronic management for FYP thesis causes several problems in arrangement and search methods. This project aims to develop Smart Final Year Project Archive System (SFYPAS) using Laravel Framework and evaluate the system in terms of technology acceptance model (TAM). SFYPAS is developed using Laravel framework and the methodology used throughout the project is using Software Development Life Cycle (SDLC). The system tested based on its functionality, user acceptance with TAM and heuristic evaluation by an expert. The system was tested on thirty respondents who shared their feedback by answering a set of questionnaires upon completing the testing. The result shows that the mean for user acceptance with TAM in terms of perceived ease of use is 4.27, while perceived usefulness is 4.47. Thus, it shows that the respondents are satisfied with the system in terms of its perceived usefulness. In conclusion, this research has achieved the objectives where it eases the user by providing a web-based smart archive system as a platform to access the past FYP thesis. For future work, the system can be improved by adding a search engine that implements any searching algorithm to yield a better result.


2021 ◽  
Vol 2 (1) ◽  
Author(s):  
Aksheya Sridhar ◽  
Amy Drahota ◽  
Kiersten Walsworth

Abstract Background Evidence-based practices (EBPs) have been shown to improve behavioral and mental health outcomes for children diagnosed with autism spectrum disorder (ASD). Research suggests that the use of these practices in community-based organizations is varied; however, the utilization of implementation guides may bridge the gap between research and practice. The Autism Community Toolkit: Systems to Measure and Adopt Research-Based Treatments (ACT SMART) Implementation Toolkit is a web-based implementation toolkit developed to guide organization-based implementation teams through EBP identification, adoption, implementation, and sustainment in ASD community-based organizations. Methods This study examined the facilitators and barriers (collectively termed “determinants”) to the utilization of this toolkit, based on the perspectives of implementation teams at six ASD community-based organizations. Two independent coders utilized the adapted EPIS framework and the Technology Acceptance Model 3 to guide qualitative thematic analyses of semi-structured interviews with implementation teams. Results Salient facilitators (e.g., facilitation teams, facilitation meetings, phase-specific activities) and barriers (e.g., website issues, perceived lack of ease of use of the website, perceived lack of resources, inner context factors) were identified, highlighting key determinants to the utilization of this toolkit. Additionally, frequent determinants and determinants that differed across adapted EPIS phases of the toolkit were noted. Finally, analyses highlighted two themes: (a) Inner Context Determinants to use of the toolkit (e.g., funding) and (b) Innovation Determinants (e.g., all website-related factors), indicating an interaction between the two models utilized to guide study analyses. Conclusions Findings highlighted several factors that facilitated the utilization of this implementation guide. Additionally, findings identified key areas for improvement for future iterations of the ACT SMART Implementation Toolkit. Importantly, these results may inform the development, refinement, and utilization of implementation guides with the aim of increasing the uptake of EBPs in community-based organizations providing services to children with ASD and their families. Finally, these findings contribute to the implementation science literature by illustrating the joint use of the EPIS framework and Technology Acceptance Model 3 to evaluate the implementation of a web-based toolkit within community-based organizations.


2020 ◽  
Vol 4 (1) ◽  
pp. 11-22
Author(s):  
Deli Deli

Implementation of Augmented Reality for Earth Layer Structure on Android Based as A Learning Media isa research that aims to help in presenting material to Elementary School children. The research methodchosen in the completion of this study uses the 4D method (Define, Design, Develop and Disseminate) witha data collecting method using Technology Acceptance Model (TAM) built one construct with threedimensions of user assessment level of technology acceptance to support the basis of questionnaire design.AR design supported by 3D models, in order to be able to support the details of each explanation of thematerial contained, thus helping users to understand the material and ease of interaction on the media.The final result obtained in this research is that the application is stated to be able to help the school, it is used as a media display in the classroom so students do not need to imagine themselves, but simply byusing learning media is able to present the material to students.Keywords: Learning Media, 4D Method, User Acceptance Test, Augmented reality, Android.


2014 ◽  
Vol 1079-1080 ◽  
pp. 1098-1102 ◽  
Author(s):  
Yun Wu Wu ◽  
I Ting Hsu ◽  
Hsin Yi Lin

In this study, the technology acceptance model (TAM) is used to analyze from a vocational school to usethe Web-based BIM cost analysis system developed in this study.


Author(s):  
Vathiswa M. Booi ◽  
George E.M. Ditsa

There are growing concerns over the user friendliness and other usability issues of South African Universities’ Web Portal Interfaces (UWPIs), which obviously will negate the user acceptance of the UWPIs. The main goal of this study is to develop a framework that could be used to evaluate and provide additional guidelines to improve the Usability and User Acceptance of South African UWPIs. The study applies a triangulation of Ubiquitous computing Evaluation Areas (UEAs) and the Technology Acceptance Model (TAM) as theoretical foundations to derive the research model. Multiple regression and stepwise regression analyses are used. The results suggest that Interaction and Invisibility of UWPIs are the most important measures that have a huge impact on user acceptance and usability, respectively. The results of the study provide guidelines for the design and development of South Africa UWPIs to meet their usability and user acceptance.


Author(s):  
Jia Shen ◽  
Lauren B. Eder

Social commerce is the latest development in e-commerce to combine the power of online social networking with shopping. While the adoption of information technology is well studied, new theoretical development is needed to account for the specific characteristics of social commerce applications and their interactions with the user. This study examines factors that are associated with user acceptance of social shopping websites, which are sites designed specifically to support social interactions while users shop. This paper augments the Technology Acceptance Model with constructs that enhance the specificity of the model to the social shopping application of social commerce, including social comparison, social engagement, enjoyment as well as perceived ease of use and perceived usefulness. The model was empirically tested, and the results provided strong support. Implications and directions for future research are also discussed.


Author(s):  
Eija Kaasinen

Personal mobile devices are increasingly being used as platforms for interactive services. User acceptance of mobile services is not just based on usability but includes also other interrelated issues. Ease of use is important, but the services should also provide clear value to the user and they should be trustworthy and easy to adopt. These user acceptance factors form the core of the Technology Acceptance Model for Mobile Services introduced in this chapter. The model has been set up based on field trials of several mobile services with altogether more than 200 test users. The model can be used as a design and evaluation framework when designing new mobile services.


Author(s):  
Simona Sternad ◽  
Samo Bobek

Enterprise resource planning (ERP) solutions have been implemented in a lot of organizations in the past few years. Notwithstanding the fact that ERP solutions benefit organizations only to the extent that users accept and use them, most studies regarding ERP solutions today refer to selection and implementation process. The most widely used model in the area of investigating user acceptance is technology acceptance model (TAM) proposed by Davis (1989). In this paper, the TAM was extended to measure groups of extended factors (personal characteristics and information literacy, system and technological characteristics and organizational-process characteristics) that influence ERP acceptance. Because ERP solutions are implemented in different organization types and by different methodology, the authors also analyze external factors importance regarding user acceptance of two global solutions – SAP and Microsoft Dynamics.


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