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dc.contributor.authorLinares-Barbero, Manuela
dc.contributor.authorDolores Gallego, M.
dc.contributor.authorBueno, Salvador
dc.contributor.otherLinares-Barbero, Manuela
dc.date.accessioned2021-04-06T15:13:01Z
dc.date.available2021-04-06T15:13:01Z
dc.date.issued2021
dc.identifier.citationLinares, M., Dolores Gallego, M. & Bueno, S. (2021). Proposing a TAM-SDT-based model to examine the user acceptance of massively multiplayer online games. International Journal of Environmental Research and Public Health, 18(7). https://doi.org/10.3390/ijerph18073687es_PE
dc.identifier.urihttps://hdl.handle.net/20.500.12724/12890
dc.descriptionIndexado en Scopuses_PE
dc.description.abstractThis 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 at-tempt 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.en_EN
dc.formatapplication/pdfes_PE
dc.language.isoenges_PE
dc.publisherMDPIes_PE
dc.relation.ispartofurn:isnn:1661-7827
dc.rightsinfo:eu-repo/semantics/openAccesses_PE
dc.rights.urihttps:// creativecommons.org/licenses/by/ 4.0/*
dc.sourceRepositorio Institucional - Ulimaes_PE
dc.sourceUniversidad de Limaes_PE
dc.subjectPendientees_PE
dc.subjectPendientees_PE
dc.subject.classificationPendiente / Pendientees_PE
dc.titleProposing a TAM-SDT-based model to examine the user acceptance of massively multiplayer online gamesen_EN
dc.typeinfo:eu-repo/semantics/articlees_PE
dc.type.otherArtículo en Scopuses_PE
dc.identifier.journalInternational Journal of Environmental Research and Public Health
dc.publisher.countryCHes_PE
dc.description.peer-reviewRevisión por pareses_PE
dc.subject.ocdehttps://purl.org/pe-repo/ocde/ford#2.02.04es_PE
dc.identifier.doihttps://doi.org/10.3390/ijerph18073687
dc.type.versioninfo:eu-repo/semantics/publishedVersiones_PE


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