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online game context as results from the statistical data found that it have the
strongest impact to attitude of user towards online game and intentions of using the
online game itself. (Wu & Liu, 2007). This research indicates that trust is not a
strong variable that impact the acceptance of online game where else enjoyment is
vital in the acceptance of online game through the strong impact towards the attitude
and intentions.
Third past study was done with an extended technology acceptance model (TAM)
with social influence and flow experience to study how users are motivated to use
and accept online games. TAM was used as it received substantial consideration of
researchers in information system field over past decade. Adapted from theory of
reasoned action where an individual belief influence individual attitude (individuals
positive and negative feeling towards a particular behavior) which then forms
behavioral intentions (Davis, 1989) and use to predict user acceptance of IT. In this
research social influence comprise with social norms where user accepts information
from other users as evidence and when a person follows expectation of others to get
reward or punishment (Deutsch & Gerard, 1995) and critical mass where it refer to
the value of technology to a user increases with numbers of adopters. Flow
experience in the research was defined by the holistic experience that people get
when in total involvement. Result from this study displays that respondents
distinguished online game user interfaces as easy to use. Norms and critical mass are
also noticed as player interact socially, exchanging information which creates
community. The influence of flow experience and social norms are important where
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