Affiliation:
1. Nanyang Technological University, Nanyang Link, Singapore
Abstract
New game technologies are changing the way people learn, play, socialize and participate in civic life. However, designing good games is challenging and expensive. While technologies have been improving swiftly, game design guidelines have evolved slowly. This article proposes a theoretical approach to study the key factors leading to successful online games. We first developed a theoretical model,
P
layability for
A
cceptance and
A
doption
M
odel (
PAAM
) for conciseness, linking the antecedents into the key factors using information acquired from an extended literature review. We then undertook a survey of 201 online gamers to investigate key factors affecting players' acceptance of online games. Through structural equation modeling, our findings showed that the “perceived benefits” construct is dependent on whether online games met gamers' goals for entertainment or leisure activities, in-game experiences, and out-game needs, while the “perceived ease of use” construct is determined by game design and facilitating conditions. We believe our theoretical model and results are useful to designers and developers of software companies when creating online games that will satisfy gamers' goals, in-game experiences, and out-game needs for playability.
Publisher
Association for Computing Machinery (ACM)
Subject
Computer Science Applications
Reference56 articles.
1. Perceived Usefulness, Ease of Use, and Usage of Information Technology: A Replication
2. Adams E. and Rollings A. 2007. Fundamentals of Game Design. Adams E. and Rollings A. 2007. Fundamentals of Game Design.
3. Ajzen I. and Fishbein M. 1980. Understanding Attitudes and Predicting Social Behavior. Prentice-Hall Eaglewood Cliffs NJ. Ajzen I. and Fishbein M. 1980. Understanding Attitudes and Predicting Social Behavior. Prentice-Hall Eaglewood Cliffs NJ.
4. Understanding Information Systems Continuance: An Expectation-Confirmation Model
5. Bartle R. A. 1996. Hearts clubs diamonds spades: Players who suit MUDs. J. MUD. Bartle R. A. 1996. Hearts clubs diamonds spades: Players who suit MUDs. J. MUD.
Cited by
3 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献
1. Development of the Player Satisfaction Scale - A Factor Analytic Study;Gaming, Simulation and Innovations: Challenges and Opportunities;2022
2. Corporate social responsibility on customer behaviour: the mediating role of corporate image and customer satisfaction;Total Quality Management & Business Excellence;2018-08-31
3. What Drives People;Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play;2015-10-05