Using an Extended Technology Acceptance Model for Online Strategic Video Games

2021 ◽  
Vol 17 (1) ◽  
pp. 32-58
Author(s):  
Melanie M. Himang ◽  
Celbert Mirasol Himang ◽  
Angie Monterde Ceniza ◽  
Lanndon Ocampo

Due to the rising popularity of online strategic video games, it is crucial to examine the acceptance structure of these games. This study attempts to perform an acceptance evaluation of online strategic video games, particularly multiplayer online battle arena (MOBA), using an extended technology acceptance model (TAM) developed in the current literature and establish a predictive value in determining the behavioral intention in playing online strategic video games. To carry out this objective, a case study consisting of 439 undergraduate students as a sample was conducted. After the data filtering process which involves the removal of insincere responses and non-engaging responses and of those who have not played MOBA games, 278 research participants became the final sample. The questionnaire was created and underwent reliability analysis. Cronbach's alpha coefficient was computed to show the relatedness of each factor as well as to determine its validity and internal reliability. Nine factors were considered in this work that tested for significant relationships and predictive capabilities using structural equation modeling with AMOS software. These factors include altruism, social interaction, use context, perceived ease of enjoyment, perceived ease of use, perceived usefulness, attitude, flow, and behavior intention. Results show that the significant determinants of user behavior intention are the flow, attitude, and perceived ease of use while the perceived enjoyment, social interaction significantly influence attitudes in playing online strategic video games, use context, and flow. Furthermore, this work also demonstrates that altruism, social interaction, use context, perceived enjoyment, flow, and attitude are significant factors that can be added to extend TAM. These findings would serve as guidelines in the formulation of principles for game design and development.

2019 ◽  
Vol 4 (2) ◽  
pp. 186-195
Author(s):  
Erma Setiawati ◽  
Rina Trisnawati ◽  
Ulfi Diana

The purpose of this study was to determine the acceptance of Hospital Management Information Systems related to accounting transactions using the Technology Acceptance Model (TAM) methode. Constructs in TAM used are Perceived Ease of Use, Perceived Usefulness, Behavior Intention to Use, and Actual Technology Usage. The population in this study were users of systems related to accounting transactions, with a total of 150 people. The sampling technique using the convenience non random sampling method. The data in this study were obtained by distributing questionnaires to 150 respondents. Data analysis using SEM-PLS with WarpPLS 5.0 software. The results showed that Perceived ease of use had an effect on Perceived usefulness and Behavior Intention to Use. Whereas, Perceived Usefulness influences Behavior Intention to Use, and Behavior Intention to Use has an effect on Actual Technology Usage. Keywords: Technology Acceptance Model, Partial Least Square, Hospital Management Information System, Accounting Management System


2019 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Tanikan Pipitwanichakarn ◽  
Nittaya Wongtada

Purpose The purpose of this paper is to investigate the role of trust and perceived enjoyment in the technology acceptance model by distinguishing distinct stages of adoption among street vendors (initial and advanced adoption stage). Design/methodology/approach Face-to-face interviews using a structured questionnaire were conducted with 430 street vendors in Bangkok; 415 usable surveys were analyzed. By applying K-means cluster analysis, two segments were found with 200 initial and 215 advanced adopters. A multi-group analysis was employed to investigate differences of relationships between the two groups. Findings The findings reveal significant similarities and dissimilarities between the two groups of vendors. Both initial and advanced adopters emphasize trust of service providers. The first group relies more on perceived ease of use and perceived enjoyment in motivating m-commerce adoption but depends less on perceived usefulness. On the contrary, for the latter group, the influence of perceived ease of use and perceived enjoyment significantly decreases, but the effect of perceived usefulness significantly increases. Practical implications This study sheds light on the managerial implications related to how service providers can tailor their marketing strategies to target vendors in disparate diffusion stages, and it encourages building trust between partners over time. Originality/value Due to the lack of theoretical and managerial understanding of factors that drive m-commerce adoption for micro businesses, this study identifies distinct adoption stages and offers valuable insights into the similarities and differences among initial and advanced adopters.


2021 ◽  
Vol 9 (1) ◽  
pp. 116-127
Author(s):  
Jonathan Herdioko ◽  
Pisi Bethania Titalessy ◽  
Brigitta Evelyn Krisanta

This study aims to analyze how the Technology Acceptance Model which consists of Percieved usefulness, Perceived Ease of use, Privacy and Security, and additional variable "Promotion Programs" affect behavior intention in using e-wallets or digital wallets in the current pandemic era. A total of 394 respondents aged 16-30 years old who use e-wallets in Yogyakarta were sampled in this study. The results using the SEM test show that perceived usefulness and behavioral intention have a significant effect. Meanwhile, Perceived Ease of use, Privacy and Security, and promotional programs are not significant on E-Wallets Usage.


PLoS ONE ◽  
2021 ◽  
Vol 16 (8) ◽  
pp. e0256570
Author(s):  
Tianyang Huang

The success of unmanned car, an emerging tool of transportation with so many advantages, depends to a large extent on its user acceptability. Potential designers are both the decision makers of driverless car design and the users of driverless cars. This study aims to explore the influencing factors of the potential designers’ intention to use unmanned cars. Based on the theory of Technology Acceptance Model (TAM), this study further expanded the TAM by incorporating perceived trust, perceived enjoyment and self-efficacy, so as to explain and predict potential designers’ intention to use unmanned cars. The questionnaire is determined through theoretical literature, pre-tests, etc., and the Structural Equation Model is used to analyze the data of 202 valid survey samples to investigate the influencing factors of the willingness to use unmanned vehicles. The results show that potential designers’ intention to use unmanned cars is positively affected by perceived trust, perceived enjoyment, perceived usefulness and perceived ease of use, and perceived trust has a positive effect on perceived ease of use, self-efficacy and perceived ease of use also have a positive effect on perceived usefulness. The findings of this study can provide designers and developers of unmanned cars, policy makers and implementers with guidance in the follow-up design, policy formulation and advertising of unmanned cars.


2019 ◽  
Vol 15 (1) ◽  
pp. 119-124
Author(s):  
Ade Christian

 This research aim was to evaluate and analyze Inventory System implementation using the Technology Acceptance Model (TAM). The data used in this research are primary data and secondary data, collected using several data collection techniques, such as observation, interviews, questionnaires, and literature review. The variables in this research are Perceived Usefulness, Perceived Ease of Use, Attitude Toward Using, Perceived Enjoyment, Acceptance of IT. Processing and analysis of data in this research were using descriptive statistical analysis and simple linear regression analysis, which done by the support of the Application SPSS version 21. The results of this research are as follows 1) perceived ease of use Inventory System has given a positive and significant influence on Perceived Usefulness. 2) Perceived Usefulness Inventory System has given a positive and significant influence on user’s attitude. 3) Perceived Ease of Use has given positive and significant influence on the user’s attitude. 4) Perceived Enjoyment has given positive and significant influence on the user’s attitude. 5) Perceived Usefulness has given a positive and significant influence on the acceptance of IT. 6) Perceived Ease of Use has given positive and significant influence on the acceptance of IT.


2019 ◽  
Vol 9 (2) ◽  
pp. 71
Author(s):  
Sukarno Sukarno ◽  
Nur Laila Meilani

Technology Acceptance Model (TAM) dalam Survei Bidang Kependudukan danKeluarga Berencana. Terjadi perubahan dalam teknik atau cara pengumpulan data dalam surveidi bidang kependudukan dan Keluarga Berencana/KB (selanjutnya disebut Survei Kinerja danAkuntabilitas Program/SKAP) yang semula dilakukan secara manual dan paper based menjadisistem yang berbasis smartphone yang menggunakan platform Open Data Kit (ODK). Sistemini mengubah semua rangkaian pengumpulan data menjadi paperless dan electronic based.Penelitian ini bertujuan untuk (a) mengukur tingkat pengaruh perceived ease of use terhadapperceived usefulness ; (b) mengukur tingkat pengaruh perceived ease of use terhadapattitude towards using: (c) mengukur tingkat pengaruh perceived usefulness terhadap behaviorintention to use; (d) mengukur tingkat pengaruh perceived usefulness terhadap attitude towardsusing; (e) mengukur tingkat pengaruh attitude towards using terhadap behavior intention touse; dan (f) mengukur tingkat pengaruh behavior intention to use terhadap actual system usedalam survei berbasis smartphone bidang kependudukan dan keluarga berencana di PulauSumatera. Populasi dalam kajian ini adalah seluruh enumerator dan supervisor survei SKAPyang ada di Pulau Sumatera, kemudian sampelnya ditetapkan menurut teknik estimasi maximumlikehood (ML) yaitu minimal 100 dna maksimal 400 responden. Analisis data dilakukan denganSEM (Structural Equation Modelling) dengan software AMOS (Analysis of Moment Structure).Hasil penelitian ini menunjukkan bahwa dari enam hipotesis yang diajukan, terdapat dua hipotesisyang diterima, yaitu (a) perceived ease of use mempunyai hubungan yang positif denganPerceived usefulness dengan nilai CR -4.31 >±1,96 dan angka probabilitasnya 0,001 (<0,05)dan (b) behavioral Intention to Use mempunyai hubungan yang positif dengan Actual SystemUse dengan CR = 2,819 >±1,96 dan probabilitas/P = 0,005 (<0,05).


2019 ◽  
Vol 6 (2) ◽  
pp. 163
Author(s):  
Fajar Pradana ◽  
Fitra Abdurrachman Bachtiar ◽  
Bayu Priyambadha

<p class="Judul2"><em>E-learning</em> telah berkembang tidak hanya sekedar berbagi materi pembelajaran melalui internet, namun telah berevolusi menjadi tempat untuk kolaborasi, sosialisasi, <em>project based learning</em>, <em>refl</em><em>ective practise</em>, dan pembelajaran dengan simulasi. Untuk mewujudkan hal tersebut telah dikembangkan sebuah sistem <em>e</em><em>-learning </em><em>gamification</em> khusus bidang pemrograman. Penelitian ini menerapkan <em>Technology Acceptance Model</em> (TAM) untuk memeriksa faktor-faktor apa saja yang berpengaruh terhadap penerimaan sebuah teknologi baru yang diperkenalkan atau digunakan. Faktor-faktor yang digunakan dalam penelitian ini adalah <em>Perceived Usefullness</em> (PU), <em>Perceived Ease of Use</em> (PEU), <em>Perceived Social Influence</em> (PSI), <em>Perceived Enjoyment</em> (PE), <em>Intention of Engagement</em> (IoE), dan <em>Elearning Gamification Attitude</em> (EGA). Model TAM didasarkan beberapa hipotesis dan faktor yang berpengaruh. Hasil menunjukan bahwa TAM dapat digunakan untuk memeriksa penerimaan teknologi <em>e-learning gamification</em> bidang pemrograman. <em>Perceived Social Influence </em>(PSI) dan <em>Perceived Enjoyment</em> (PE) berkontribusi terhadap <em>Intention of Engagement</em> (IOE). Selain itu <em>Perceived Usefullnes</em> (PU), <em>Perceived Social Influence</em> (PSI), <em>Perceived Enjoyment</em> (PE), dan <em>Intention of Engagement</em> (IOE) berkontribusi terhadap <em>Elearning Gamification Attitude</em> (EGA).</p><p class="Abstrak"><strong><em>Abstract</em></strong></p><p class="Judul2"> <em>E-learning has evolved not only to share learning materials over the internet, but has evolved into a place for collaboration, socialization, project based learning, reflective practice, and simulated learning. To realize this has been developed a special e-learning gamification system in the field of programming. This study applies Technology Acceptance Model (TAM) to examine what factors influence the acceptance of a new technology introduced or used. The factors used in this study are Perceived Usefullness (PU), Perceived Ease of Use (PEU), Perceived Social Influence (PSI), Perceived Enjoyment (PE), Intention of Engagement (IoE), and Elearning Gamification Attitude (EGA) . The TAM model is based on several hypotheses and influencing factors. The results show that TAM can be used to check the acceptance of e-learning gamification technology in the field of programming. Perceived Social Influence (PSI) and Perceived Enjoyment (PE) contribute to the Intention of Engagement (IOE). In addition Perceived Usefullnes (PU), Perceived Social Influence (PSI), Perceived Enjoyment (PE), and Intention of Engagement (IOE) contribute to Elearning Gamification Attitude (EGA).</em></p>


Author(s):  
Angga Permadi Karpriana

Penggunaan aplikasi Android Book Keeper Accounting diharapkan dapat membantu pemilik UMKM di Kota Pontianak dalam mengelola keuangan. Penelitian ini bertujuan untuk mengetahui faktor-faktor yang mempengaruhi pemilik UMKM di Kota Pontianak untuk berminat menggunakan aplikasi Android Book Keeper Accounting. Technology Acceptance Model (TAM) digunakan sebagai model untuk menguji penerimaan teknologi aplikasi Android Book Keeper. Metode penelitian ini menggunakan survey dengan teknik pengambilan sampel 100 responden mewakili tiap-tiap kecamatan di Kota Pontianak. Hasil  analisis data enelitian diperoleh hasil sebagai berikut: (1)  Konstruk perceived ease of use (PEOU)  mempengaruhi konstruk perceived usefulness (PU); (2)  Konstruk PU mempengaruhi konstruk attitude towards behavior (ATB); (3)  Konstruk perceived ease of use (PEOU) mempegaruhi terhadap konstruk attitude towards behavior (ATB); (4) Konstruk PU mempengaruhi terhadap  konstruk behavior intention (BI); (5)  Konstruk attitude towards behavior (ATB) tidak memiliki pengaruh terhadap konstruk behavior intention (BI). Faktor-faktor pendorong konstruk attitude towards behavior (ATB) masih kurang kuat sehingga tidak berpengaruh terhadap minat perilaku pemilik UMKM untuk menggunakan aplikasi Android Book Keeper Accounting.Kata Kunci : Technology Acceptance Model (TAM), Book Keeper Accounting,pemilik UMKM


2019 ◽  
Vol 1 (2) ◽  
pp. 66-76
Author(s):  
Gusi Putu Lestara Permana ◽  
Kadek Wulandari Laksmi

The aim of this research was to examine using of online transportation by millenials in Denpasar, The variables used in this research are based on technology acceptance model (TAM) stated by Davis (1989). The variables in this research was adaptable from this model, there are perceived usefulness, perceived ease of use and also add the new variable from motivational model are perceived enjoyment. The result of this research state perceived usefulness, perceived ease of use, and perceived enjoyment positively effect used of online transportation by millenials.


Techno Com ◽  
2021 ◽  
Vol 20 (2) ◽  
pp. 330-341
Author(s):  
Hennie Tuhuteru ◽  
Pether John Arlooy ◽  
Laipeny Melianus Imasuly

Pandemi Covid-19 yang terjadi bersamaan dengan proses penerimaan mahasiswa baru membuat Universitas XYZ mengembangkan sistem informasi pendaftaran online untuk melayani proses tersebut pada tahun akademik 2020/2021 karena pembatasan sosial berskala besar. Tujuan penelitian ini untuk mengevaluasi tingkat penggunaan dan penerimaan pengguna terhadap sistem tersebut sehingga dapat memberikan rekomendasi dalam pemeliharaan sistem. Pengkajian dilakukan dengan menggunakan konstruk Technology Acceptance Model (TAM), yaitu Perceived Usefulness (PU), Perceived Ease of Use (PEU), Attitude Towards Using (ATU), Behavior Intention to Use (BIU), dan Actual Technology Use (ATU). Konstruk TAM dianalisis dengan metode Partial Least Squares-Structural Equation Modeling (PLS-SEM). Hasil pengujian membuktikan ada pengaruh positif dan signifikan antara PU terhadap ATG dengan nilai 2,398, PEU terhadap PU dengan nilai 12,539, PEU terhadap ATG dengan nilai 8,609, ATG terhadap BIU dengan nilai 5,902, serta BIU terhadap ATU dengan nilai t statistik 28,806. Sedangkan hubungan antara PU terhadap BIU tidak memiliki relasi yang signifikan karena nilai t-statistiknya kurang dari t-tabel, yaitu 1,912. Berdasarkan hasil penelitian, dapat disimpulkan bahwa kemudahan menggunakan sistem memiliki pengaruh yang kuat terhadap sikap pengguna. Sementara sikap pengguna mempengaruhi niat perilaku, dan niat perilaku pengguna mempengaruhi penggunaan teknologi secara aktual. Sehingga untuk pemeliharaan sistem, harus diperhatikan dari sisi kemudahan dalam penggunaan sistem.


Sign in / Sign up

Export Citation Format

Share Document