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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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