Extending the theory of planned behavior (TPB) to explain online game playing among Malaysian undergraduate students

As the world moves into the web 2.0 era, everyone can connect virtually, and online game playing has become a trend. Online games are played over computer networks, usually over the Internet. Online games entail a number of advantages, such as the ability to connect to multiplayer games, although si...

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Main Authors: Alzahrani, A. I., Mahmud, I., Ramayah, T., Alfarraj, O., Alalwan, N.
Format: Article
Published: Elsevier Ltd 2017
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Online Access:http://eprints.utm.my/id/eprint/75682/
https://www.scopus.com/inward/record.uri?eid=2-s2.0-84995519554&doi=10.1016%2fj.tele.2016.07.001&partnerID=40&md5=6afc9e6da745c78882380569ffa42576
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spelling my.utm.756822018-04-27T01:43:24Z http://eprints.utm.my/id/eprint/75682/ Extending the theory of planned behavior (TPB) to explain online game playing among Malaysian undergraduate students Alzahrani, A. I. Mahmud, I. Ramayah, T. Alfarraj, O. Alalwan, N. HF Commerce As the world moves into the web 2.0 era, everyone can connect virtually, and online game playing has become a trend. Online games are played over computer networks, usually over the Internet. Online games entail a number of advantages, such as the ability to connect to multiplayer games, although single-player online games are also rather popular. This exploratory study focused on modeling the determinants of actual use of online game playing. Many researchers have shown perceived enjoyment and flow experience as important drivers of actual use of online game playing. The theory of planned behavior has been used in this study. Data were collected from 1584 Universiti Sains Malaysia students with different backgrounds using a structured questionnaire. The findings show that perceived enjoyment has the strongest influence on actual use. Other variables found to influence actual usage include the level of perceived behavioral control, subjective norms, attitude, perceived enjoyment, and flow experience. Implications of this research for future researchers will also be discussed. We hope this research will increase researchers’ interest in further development in this sector and that the model will assist the games industry to identify factors that increase actual use by players. Elsevier Ltd 2017 Article PeerReviewed Alzahrani, A. I. and Mahmud, I. and Ramayah, T. and Alfarraj, O. and Alalwan, N. (2017) Extending the theory of planned behavior (TPB) to explain online game playing among Malaysian undergraduate students. Telematics and Informatics, 34 (4). pp. 239-251. ISSN 0736-5853 https://www.scopus.com/inward/record.uri?eid=2-s2.0-84995519554&doi=10.1016%2fj.tele.2016.07.001&partnerID=40&md5=6afc9e6da745c78882380569ffa42576
institution Universiti Teknologi Malaysia
building UTM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Malaysia
content_source UTM Institutional Repository
url_provider http://eprints.utm.my/
topic HF Commerce
spellingShingle HF Commerce
Alzahrani, A. I.
Mahmud, I.
Ramayah, T.
Alfarraj, O.
Alalwan, N.
Extending the theory of planned behavior (TPB) to explain online game playing among Malaysian undergraduate students
description As the world moves into the web 2.0 era, everyone can connect virtually, and online game playing has become a trend. Online games are played over computer networks, usually over the Internet. Online games entail a number of advantages, such as the ability to connect to multiplayer games, although single-player online games are also rather popular. This exploratory study focused on modeling the determinants of actual use of online game playing. Many researchers have shown perceived enjoyment and flow experience as important drivers of actual use of online game playing. The theory of planned behavior has been used in this study. Data were collected from 1584 Universiti Sains Malaysia students with different backgrounds using a structured questionnaire. The findings show that perceived enjoyment has the strongest influence on actual use. Other variables found to influence actual usage include the level of perceived behavioral control, subjective norms, attitude, perceived enjoyment, and flow experience. Implications of this research for future researchers will also be discussed. We hope this research will increase researchers’ interest in further development in this sector and that the model will assist the games industry to identify factors that increase actual use by players.
format Article
author Alzahrani, A. I.
Mahmud, I.
Ramayah, T.
Alfarraj, O.
Alalwan, N.
author_facet Alzahrani, A. I.
Mahmud, I.
Ramayah, T.
Alfarraj, O.
Alalwan, N.
author_sort Alzahrani, A. I.
title Extending the theory of planned behavior (TPB) to explain online game playing among Malaysian undergraduate students
title_short Extending the theory of planned behavior (TPB) to explain online game playing among Malaysian undergraduate students
title_full Extending the theory of planned behavior (TPB) to explain online game playing among Malaysian undergraduate students
title_fullStr Extending the theory of planned behavior (TPB) to explain online game playing among Malaysian undergraduate students
title_full_unstemmed Extending the theory of planned behavior (TPB) to explain online game playing among Malaysian undergraduate students
title_sort extending the theory of planned behavior (tpb) to explain online game playing among malaysian undergraduate students
publisher Elsevier Ltd
publishDate 2017
url http://eprints.utm.my/id/eprint/75682/
https://www.scopus.com/inward/record.uri?eid=2-s2.0-84995519554&doi=10.1016%2fj.tele.2016.07.001&partnerID=40&md5=6afc9e6da745c78882380569ffa42576
_version_ 1643657130845143040
score 13.149126