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User Acceptance of Online Computer Games: A Two-Model Comparison

User Acceptance of Online Computer Games: A Two-Model Comparison
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Author(s): Yuan Gao (Ramapo College of New Jersey, USA)
Copyright: 2003
Pages: 2
Source title: Information Technology & Organizations: Trends, Issues, Challenges & Solutions
Source Editor(s): Mehdi Khosrow-Pour, D.B.A. (Information Resources Management Association, USA)
DOI: 10.4018/978-1-59140-066-0.ch312
ISBN13: 9781616921248
EISBN13: 9781466665330

Abstract

User interface design makes an important contribution to the effective presentation of the products. For web-based products in general and online entertainment in particular, attributes like the navigational structure, the interactive media, online help functions, and search mechanism are significant factors contributing to visitor and player retention. The relationship between such features and the effectiveness of the presentation of online computer games has not been widely explored in the literature. This paper explores the application of two distinct streams of research, the consumer behavior theories in marketing research, and the technology acceptance model (TAM) in information systems. It compares the predictive power of the two models in user attitude toward a computer game, and their intentions to return to the game.

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