This 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-...
This paper reviews the literature on the psychological predictors of the problematic use of Massivel...
Internet Gaming Disorder (IGD) has been incorporated in the International Classification of Diseases...
Affordable and accessible Internet has changed the way video games are played, allowing individuals ...
Massively multiplayer online games (MMOGs) have been one of the fastest growing online entertainment...
The theoretical understanding of e-commerce has received much attention over the past years; however...
Online social games, played within social networks or games requiring social interaction with peers,...
Recent years have witnessed rapid advancement in mobile entertainments. Online games have emerged wi...
Background: Massively multiplayer online games (MMOs) evolve online, whilst engaging large numbers o...
While online gaming has become immensely popular today, game developers and marketers face stiff com...
Online gaming has become one of the most popular forms of Internet applications and online entertain...
The purpose of this research paper is to explore the factors that influence Saudi users to adopt and...
Internet technology has been growing and become one of the options for people to interact with other...
The playing of massively multiplayer online role-playing games (MMORPGs) is now a highly popular lei...
The purpose of this study was to empirically test the proposed theory of compensatory internet use, ...
Online security is a major problem for networked games worldwide. Specifically, account hijacking is...
This paper reviews the literature on the psychological predictors of the problematic use of Massivel...
Internet Gaming Disorder (IGD) has been incorporated in the International Classification of Diseases...
Affordable and accessible Internet has changed the way video games are played, allowing individuals ...
Massively multiplayer online games (MMOGs) have been one of the fastest growing online entertainment...
The theoretical understanding of e-commerce has received much attention over the past years; however...
Online social games, played within social networks or games requiring social interaction with peers,...
Recent years have witnessed rapid advancement in mobile entertainments. Online games have emerged wi...
Background: Massively multiplayer online games (MMOs) evolve online, whilst engaging large numbers o...
While online gaming has become immensely popular today, game developers and marketers face stiff com...
Online gaming has become one of the most popular forms of Internet applications and online entertain...
The purpose of this research paper is to explore the factors that influence Saudi users to adopt and...
Internet technology has been growing and become one of the options for people to interact with other...
The playing of massively multiplayer online role-playing games (MMORPGs) is now a highly popular lei...
The purpose of this study was to empirically test the proposed theory of compensatory internet use, ...
Online security is a major problem for networked games worldwide. Specifically, account hijacking is...
This paper reviews the literature on the psychological predictors of the problematic use of Massivel...
Internet Gaming Disorder (IGD) has been incorporated in the International Classification of Diseases...
Affordable and accessible Internet has changed the way video games are played, allowing individuals ...