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Using an Extended Technology Acceptance Model for Online Strategic Video Games: A Case of Multiplayer Online Battle Arena (MOBA)

Melanie M. Himang, Celbert Mirasol Himang, Angie Monterde Ceniza and Lanndon Ocampo
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Melanie M. Himang: Cebu Technological University, Philippines
Celbert Mirasol Himang: Cebu Technological University, Philippines
Angie Monterde Ceniza: University of San Carlos, Philippines
Lanndon Ocampo: Cebu Technological University, Philippines

International Journal of Technology and Human Interaction (IJTHI), 2021, vol. 17, issue 1, 32-58

Abstract: Due to the rising popularity of online strategic video games, it is crucial to examine the acceptance structure of these games. This study attempts to perform an acceptance evaluation of online strategic video games, particularly multiplayer online battle arena (MOBA), using an extended technology acceptance model (TAM) developed in the current literature and establish a predictive value in determining the behavioral intention in playing online strategic video games. To carry out this objective, a case study consisting of 439 undergraduate students as a sample was conducted. After the data filtering process which involves the removal of insincere responses and non-engaging responses and of those who have not played MOBA games, 278 research participants became the final sample. The questionnaire was created and underwent reliability analysis. Cronbach's alpha coefficient was computed to show the relatedness of each factor as well as to determine its validity and internal reliability. Nine factors were considered in this work that tested for significant relationships and predictive capabilities using structural equation modeling with AMOS software. These factors include altruism, social interaction, use context, perceived ease of enjoyment, perceived ease of use, perceived usefulness, attitude, flow, and behavior intention. Results show that the significant determinants of user behavior intention are the flow, attitude, and perceived ease of use while the perceived enjoyment, social interaction significantly influence attitudes in playing online strategic video games, use context, and flow. Furthermore, this work also demonstrates that altruism, social interaction, use context, perceived enjoyment, flow, and attitude are significant factors that can be added to extend TAM. These findings would serve as guidelines in the formulation of principles for game design and development.

Date: 2021
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