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Proposing a TAM-SDT-Based Model to Examine the User Acceptance of Massively Multiplayer Online Games

Author

Listed:
  • Manuela Linares

    (Systems Engineering Program, Universidad de Lima, Lima 15023, Peru)

  • M. Dolores Gallego

    (Department of Management and Marketing, Universidad Pablo de Olavide, 41013 Seville, Spain)

  • Salvador Bueno

    (Department of Management and Marketing, Universidad Pablo de Olavide, 41013 Seville, Spain)

Abstract

This study is focused on the massively multiplayer online games’ acceptance. In general, while specialized literature reveals that the online gaming industry has grown strongly in recent years, little evidence is identified on its user acceptance. In this manner, the present study is an attempt to fill this gap. Concretely, two aims are defined: (1) proposing an acceptance model to predict the continuance usage of massively multiplayer online games, and (2) knowing how this continuance usage encourages social well-being. The model proposed employing the structural equation modeling with partial least squares (PLS-SEM) methodology. This PLS-SEM model has been defined using a combination of the technology acceptance model (TAM) and the self-determination theory (SDT), comprising eight constructs: (1) autonomy and competence, (2) relatedness, (3) achievement and challenge, (4) flow experience, (5) perceived enjoyment, (6) social well-being, (7) perceived ease of use, and (8) continuance intention. The findings reveal that continuance intention impacts on social well-being. Moreover, the pivotal role of flow experience for continuance intention has been demonstrated. Additionally, continuance intention has been impacted by the perceived enjoyment, showing that it is a key construct for the acceptance of massively multiplayer online games. Thus, two contributions are highlighted. First, these results provide the gaming industry and software developer companies with considerations on gamers’ motivations in the online game design, in order to stimulate and incentivize its use. Second, the present study can be useful for academicians and practitioners to understand the online gamers’ emotions and well-being, showing some light over their psychology and mental health. Finally, limitations and future directions are exposed.

Suggested Citation

  • Manuela Linares & M. Dolores Gallego & Salvador Bueno, 2021. "Proposing a TAM-SDT-Based Model to Examine the User Acceptance of Massively Multiplayer Online Games," IJERPH, MDPI, vol. 18(7), pages 1-19, April.
  • Handle: RePEc:gam:jijerp:v:18:y:2021:i:7:p:3687-:d:528606
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    References listed on IDEAS

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    4. Viswanath Venkatesh, 2000. "Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model," Information Systems Research, INFORMS, vol. 11(4), pages 342-365, December.
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    6. Viswanath Venkatesh & Fred D. Davis, 2000. "A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies," Management Science, INFORMS, vol. 46(2), pages 186-204, February.
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