[[abstract]]With the proliferation of online games, understanding users' intention to play online games has become a new issue for academics and practitioners. Prior studies have investigated the factors affecting behavioural intention to play online games. However, little research has been conducted to investigate the gender differences in the acceptance of online games. Thus, this study is to investigate the effects of perceived playfulness and its potential antecedents (ie, computer self-efficacy, computer anxiety, challenge, speed and feedback) on the behavioural intention to play online games, and to examine the gender differences in the perception and acceptance of online games. Data collected from 281 respondents in Taiwan were teste...
Abstract—Online gaming market is thriving but accompanied with fierce competitions. Players ’ contin...
This paper intends to examine the gender differences on the engagement states of consumer videogame ...
While many studies have reported the effectiveness of gamification in motivating students and making...
Objective. This study was conducted to compare the gender related experiences in motivation for male...
Abstract:- With the proliferation of hedonic information systems, understanding users ’ acceptance o...
This study has a purpose to investigate the adoption of online games technologies among adolescents...
As the world moves into the web 2.0 era, everyone can connect virtually, and online game playing has...
The paper aims at determining the differences in self-evaluation of the motives for playing online v...
Several studies into the motivations for playing digital games have found ‘social contact’ to be one...
This study examines influences on an individual’s intentions to use online game technologies. Data w...
Entertainment gaming research typically focuses on the underlying motivations for play and on the su...
This study explores gender differences in third–person effect in the context of online games b...
Purpose: Drawn from the social playfulness literature and the elaboration likelihood model, the purp...
This paper presents the results of analyzing motives, preferences, and experiences in video game pla...
INTERACTIVE ENTERTAINMENT AND GENDER: An Empirical Approach Related to Gender Specific Differences i...
Abstract—Online gaming market is thriving but accompanied with fierce competitions. Players ’ contin...
This paper intends to examine the gender differences on the engagement states of consumer videogame ...
While many studies have reported the effectiveness of gamification in motivating students and making...
Objective. This study was conducted to compare the gender related experiences in motivation for male...
Abstract:- With the proliferation of hedonic information systems, understanding users ’ acceptance o...
This study has a purpose to investigate the adoption of online games technologies among adolescents...
As the world moves into the web 2.0 era, everyone can connect virtually, and online game playing has...
The paper aims at determining the differences in self-evaluation of the motives for playing online v...
Several studies into the motivations for playing digital games have found ‘social contact’ to be one...
This study examines influences on an individual’s intentions to use online game technologies. Data w...
Entertainment gaming research typically focuses on the underlying motivations for play and on the su...
This study explores gender differences in third–person effect in the context of online games b...
Purpose: Drawn from the social playfulness literature and the elaboration likelihood model, the purp...
This paper presents the results of analyzing motives, preferences, and experiences in video game pla...
INTERACTIVE ENTERTAINMENT AND GENDER: An Empirical Approach Related to Gender Specific Differences i...
Abstract—Online gaming market is thriving but accompanied with fierce competitions. Players ’ contin...
This paper intends to examine the gender differences on the engagement states of consumer videogame ...
While many studies have reported the effectiveness of gamification in motivating students and making...