The purpose of this research paper is to explore the factors that influence Saudi users to adopt and use online video games. We developed a theoretical framework based on the Technology Adoption Model (TAM) to examine 6 hypotheses through a survey of 106 video game users. The results indicate that social norms, perceived enjoyment, and social interaction play a positive and significant role in influencing the perceived usefulness of online video games for end users. Also, price value, game quality, and internet speed were all factors that influence end-user perceived ease of use of online video games. Both perceived ease of use and perceived usefulness were all of the significant influence on the attitude to use online video games. Furtherm...
[[abstract]]Online gaming keeps growing as a virtual entertainment industry with the improvement in ...
Educational games (EG) seem to have lots of potential due to digital games popularity and preference...
Online security is a major problem for networked games worldwide. Specifically, account hijacking is...
In the last two decades, many companies create online games. Online game is a game that is connected...
Recent years have witnessed rapid advancement in mobile entertainments. Online games have emerged wi...
This study has a purpose to investigate the adoption of online games technologies among adolescents...
This study examines influences on an individual’s intentions to use online game technologies. Data w...
As the world moves into the web 2.0 era, everyone can connect virtually, and online game playing has...
The theoretical understanding of e-commerce has received much attention over the past years; however...
This study aims to analyze the factors behind adoption of online games, using a theoretical foundati...
The purpose of this paper is to explore consumer behavior of online game and its influencing factors...
Competitive video and computer online gaming has been one of the most rapidly growing segments of th...
Mobile games are considered as one of the emerging mobile services in recent years and mobile gaming...
Considerable research has been carried out on online shopping and the implications of this purchasin...
Computer games already become one of the socially and popular entertainment in the human society, wh...
[[abstract]]Online gaming keeps growing as a virtual entertainment industry with the improvement in ...
Educational games (EG) seem to have lots of potential due to digital games popularity and preference...
Online security is a major problem for networked games worldwide. Specifically, account hijacking is...
In the last two decades, many companies create online games. Online game is a game that is connected...
Recent years have witnessed rapid advancement in mobile entertainments. Online games have emerged wi...
This study has a purpose to investigate the adoption of online games technologies among adolescents...
This study examines influences on an individual’s intentions to use online game technologies. Data w...
As the world moves into the web 2.0 era, everyone can connect virtually, and online game playing has...
The theoretical understanding of e-commerce has received much attention over the past years; however...
This study aims to analyze the factors behind adoption of online games, using a theoretical foundati...
The purpose of this paper is to explore consumer behavior of online game and its influencing factors...
Competitive video and computer online gaming has been one of the most rapidly growing segments of th...
Mobile games are considered as one of the emerging mobile services in recent years and mobile gaming...
Considerable research has been carried out on online shopping and the implications of this purchasin...
Computer games already become one of the socially and popular entertainment in the human society, wh...
[[abstract]]Online gaming keeps growing as a virtual entertainment industry with the improvement in ...
Educational games (EG) seem to have lots of potential due to digital games popularity and preference...
Online security is a major problem for networked games worldwide. Specifically, account hijacking is...