The thesis study presented here consists of the studies I undertook throughout my PhD studies. In this thesis study, I propose a gaming technology acceptance-motivation model (GTAM). The model amalgamates Technology Acceptance Model, Self-Determination Theory and Flow Theory. The aim of the model is to expand knowledge on the acceptance of and motivation for video gaming technologies. Initially, a systematic literature review was conducted to see the state of the art research on hedonic information systems in the information system (IS) literature. The literature review produced salient research question and the results were presented in the light of those research questions. Building on the literature, the model was created. The proposed m...
Dissertation presented as the partial requirement for obtaining a Master's degree in Information Man...
This study aims to analyze the factors behind adoption of online games, using a theoretical foundati...
This study aims to examine the motivational factors that direct individuals to computer games in the...
As virtual reality (VR) games are getting more widespread, the need to understand the interaction be...
Virtual reality (VR) is considered as one of the technological megatrends of 2020s, and today, VR sy...
User-centered design of digital games calls for a clear understanding of the mind and the thinking o...
This study uses flow theory and the technology acceptance model (TAM) to provide new insight into th...
The main objective of this study was to explore the attitudes towards virtual reality gaming and the...
Over the last few decades, with the help of technological advancements in computational power and im...
Educational games (EG) seem to have lots of potential due to digital games popularity and preference...
The prominent form of Non-Fungible Token (NFT) is found in the gaming industry. NFT games received i...
This paper describes the effect of attitudes to new technology on user experience in two different d...
With the proliferation of the technologies that enable and drive video gaming domain, the effects of...
This study examines the acceptance, usage and motivation of virtual reality users from a perspective...
Internet technology has been growing and become one of the options for people to interact with other...
Dissertation presented as the partial requirement for obtaining a Master's degree in Information Man...
This study aims to analyze the factors behind adoption of online games, using a theoretical foundati...
This study aims to examine the motivational factors that direct individuals to computer games in the...
As virtual reality (VR) games are getting more widespread, the need to understand the interaction be...
Virtual reality (VR) is considered as one of the technological megatrends of 2020s, and today, VR sy...
User-centered design of digital games calls for a clear understanding of the mind and the thinking o...
This study uses flow theory and the technology acceptance model (TAM) to provide new insight into th...
The main objective of this study was to explore the attitudes towards virtual reality gaming and the...
Over the last few decades, with the help of technological advancements in computational power and im...
Educational games (EG) seem to have lots of potential due to digital games popularity and preference...
The prominent form of Non-Fungible Token (NFT) is found in the gaming industry. NFT games received i...
This paper describes the effect of attitudes to new technology on user experience in two different d...
With the proliferation of the technologies that enable and drive video gaming domain, the effects of...
This study examines the acceptance, usage and motivation of virtual reality users from a perspective...
Internet technology has been growing and become one of the options for people to interact with other...
Dissertation presented as the partial requirement for obtaining a Master's degree in Information Man...
This study aims to analyze the factors behind adoption of online games, using a theoretical foundati...
This study aims to examine the motivational factors that direct individuals to computer games in the...