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player attempts to study how e-lifestyles relate to the motivation of online game use. 
In this research, the researcher define content, community, commerce and 
communication concept to measure e-lifestyle of internet user. Sociability, 
entertainment and escape from reality concept to measure the motives of online game 
user. Conclusion through the statistical analysis suggest that motives to use online 
games is strongly supported by e-lifestyle of the user itself, but results of the study 
on the motivation of particular genre which is first person shooter games only 
conclude the entertainment motives an no other; sociability motives and escape from 
reality motives, support from users’ e-lifestyle. (Kim, Park, Kim, Moon, & Chun, 
2002). As the research is done using a simple conceptual model it lacks the 
understanding of how user is motivated by entertainment motive itself. As users 
intention and attitudes are not researched in this study. 
Second past study was done using theory of reasoned action (TRA), attempting to 
uncover would trust and enjoyment affect the attitude and intention to play online 
games. Trust was brought by e-commerce where user might feel uncertain about 
online vendors and the result of the online trade. The researcher defines trust in 
online game context as for the users’ personal information when registering to a 
particular online game websites. Secondly not all online games are free, some need 
subscriptions or charge to play this brought another trust problem for users as they 
must provide credit card information which may subject to frauds. Results from the 
study shows that trust in online game website does not have direct impact on the 
intention to play the game itself but it have an indirect effect through the attitude of 
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