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An Investigation of the Adoption of Online Game Technologies in Indonesia

An Investigation of the Adoption of Online Game Technologies in Indonesia
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Author(s): Bernardinus Harnadi (Assumption University, Thailand)
Copyright: 2019
Pages: 29
Source title: Gender and Diversity: Concepts, Methodologies, Tools, and Applications
Source Author(s)/Editor(s): Information Resources Management Association (USA)
DOI: 10.4018/978-1-5225-6912-1.ch016

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Abstract

This study examines influences on an individual's intentions to use online game technologies. Data was collected by the questionnaire from a sample of 895 individuals of age 12 – 26 years in Indonesia. A theoretical model extending the Unified Theory of Acceptance and Use of Technology included causal effects on intentions as well as moderating effects due to the individual's gender, age, and experience. The model was analyzed using structural equation modeling techniques and the results confirmed several findings from previous studies respected especially with the positive effects of enjoyment, ease of use, and the availability of infrastructure on the individual's intentions. New findings showed that gender, age, and experience moderated the effects on the individual's intention due to social influences, feelings of involvement, and perceptions of personal attainments, respectively. Moreover, new findings emerged for differences and similarities in the significant effects in the theoretical model among the groups defined within the scales of gender, age, and experience.

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