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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 (individual’s 
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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