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