The experience of flow in computer-mediated and in face-to-face groups
ICIS '91 Proceedings of the twelfth international conference on Information systems
Multivariate data analysis (4th ed.): with readings
Multivariate data analysis (4th ed.): with readings
The influence of dynamic shadows on presence in immersive virtual environments
VE '95 Selected papers of the Eurographics workshops on Virtual environments '95
Extending the TAM for a World-Wide-Web context
Information and Management
Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior
Information Systems Research
Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
Extrinsic versus intrinsic motivations for consumers to shop on-line
Information and Management
A motivational model of microcomputer usage
Journal of Management Information Systems
Absorption, dissociation, locus of control and presence in virtual reality
Computers in Human Behavior
Distinguishing addiction and high engagement in the context of online game playing
Computers in Human Behavior
Consumer behavior in online game communities: A motivational factor perspective
Computers in Human Behavior
Computers in Human Behavior
The impact of perceived risk, intangibility and consumer characteristics on online game playing
Computers in Human Behavior
Falling in love with online games: The uses and gratifications perspective
Computers in Human Behavior
Towards a structural model for intention to play a digital educational game
Transactions on edutainment IV
Segmenting online gamers by motivation
Expert Systems with Applications: An International Journal
Exploring the value of purchasing online game items
Computers in Human Behavior
Electronic Commerce Research and Applications
Review: Engagement in digital entertainment games: A systematic review
Computers in Human Behavior
Loyalty Due to Others: The Relationships Among Challenge, Interdependence, and Online Gamer Loyalty
Journal of Computer-Mediated Communication
An Empirical Investigation into the Sources of Customer Dissatisfaction with Online Games
International Journal of E-Business Research
Team participation and online gamer loyalty
Electronic Commerce Research and Applications
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Online games represent a burgeoning market sector with growth potential. The distinctive entertainment-oriented features of such games provide experiential motives for users. However, most previous studies have focused on the single dimensional affective motive of online game use. The multi-dimensional affective motivational aspects of entertainment technologies have been relatively neglected. In addition, previous studies report inconsistent relationships between motives and online game usage. To fill these gaps in the literature, the present study proposes five experiential motives such as concentration, enjoyment, escape, epistemic curiosity, and social affiliation as predictors of intention to play online games. External locus of control is also introduced as a moderator in the links between experiential motives and intention. The model was tested with the data from 576 current online game players who answered online survey. Structural equation model analysis confirmed that three experiential motives with the exception of concentration and epistemic curiosity have a positive effect on intention. @g^2 difference test confirmed that the coefficients linking experiential motives such as concentration, enjoyment, and escape to intention are higher for people with external locus of control than for people with internal locus of control. Implications are discussed in conclusion.