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Perceived Ease-of-Use is previously defined as “the degree to which a person
believes that using a particular system would be fr ee of effort” (Davis, 1989). 
Regarding the context of online fps game and nature of game some user might enjoy 
the challenges from the game. Ease of Use may not seems important for skilled 
gamers when a particular goal is enjoyment but on the other hand a previous research 
done by  (Polson, 2011) on fps game have issues with Ease of Use of the 
system/controls used in the game. To get a better understanding both ease of use in 
the system/controls and the game itself. Perceived Ease-of-Use will influence the 
attitude of online fps game and also influence Perceived Usefulness as online fps 
game controls that are easier to understand and use will affect users’ attitude and 
usefulness. 
Perceived Critical Mass is an important influence for the acceptance of online fps
games. Seen in online game the adoption of games by others may influence the 
acceptance as online games are viewed as a form of interactive social media where 
users accesses the server to interact, collaborate and compete with other players in 
which earlier user are influenced by later users and vice versa (Markus, 1987) 
therefore the number of early adopters could influence new potential adopters 
intention to use. Previous research by (Hsu & Lu, 2003) supports that social factors 
is influential in the study towards acceptance of online game and research by (Lou, 
Luo, & Strong, 2000) also disclosed that critical mass plays a vital role for 
groupware adoption. 
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