The effectiveness of games for educational purposes: a review of recent research
Simulation and Gaming
Visual annotation of links in adaptive hypermedia
CHI '95 Conference Companion on Human Factors in Computing Systems
Developing a multidimensional measure of system-use in an organizational context
Information and Management
Extending the TAM for a World-Wide-Web context
Information and Management
Children's enjoyment and perception of computer use in the home and the school
Computers & Education
KM QUEST: a collaborative internet-based simulation game
Simulation and Gaming - Special issue: Simulation & gaming
KM QUEST: a collaborative internet-based simulation game
Simulation and Gaming - Special issue: Simulation & gaming
Antecedents of B2C Channel Satisfaction and Preference: Validating e-Commerce Metrics
Information Systems Research
Factors influencing the usage of websites: the case of a generic portal in The Netherlands
Information and Management
Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
Integrating perceived playfulness into expectation-confirmation model for web portal context
Information and Management
Understanding e-learning continuance intention: An extension of the Technology Acceptance Model
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies - Human-computer interaction research in the managemant information systems discipline
Information and Management
What keeps online customers repurchasing through the internet?
ACM SIGecom Exchanges
A meta-analysis of the technology acceptance model
Information and Management
Determinants of adoption of mobile games under mobile broadband wireless access environment
Information and Management
The DeLone and McLean Model of Information Systems Success: A Ten-Year Update
Journal of Management Information Systems
Computer game design: Opportunities for successful learning
Computers & Education
Usability, quality, value and e-learning continuance decisions
Computers & Education
The values of college students in business simulation game: A means-end chain-approach
Computers & Education
Education and Information Technologies
AIC'10/BEBI'10 Proceedings of the 10th WSEAS international conference on applied informatics and communications, and 3rd WSEAS international conference on Biomedical electronics and biomedical informatics
The prod of on-site course inflexibility
International Journal of Learning Technology
An investigation of the use of simulation tools in management education
Proceedings of the Winter Simulation Conference
The effect of uncertainty on learning in game-like environments
Computers & Education
Evaluating multiple aspects of a digital educational problem-solving-based adventure game
Computers in Human Behavior
Evaluating the educational effectiveness of simulation games: A value generation model
Information Sciences: an International Journal
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Previous studies have pointed out that computer games could improve students' motivation to learn, but these studies have mostly targeted teachers or students in elementary and secondary education and are without user adoption models. Because business and management institutions in higher education have been increasingly using educational simulation games in recent years, factors influencing the continuing use of business simulation games by higher-education students are worth probing into. This research adopted the technology acceptance model, expectation confirmation theory, and agency theory as its theoretical base. Moreover, learning motivation and classroom climate from the perspective of learning, as well as perceived attractiveness and perceived playfulness from the perspective of playfulness and attractiveness were also added to the final research model. A total of 185 valid student respondents in Taiwan's higher education who have used business simulation games in their classes participated in the survey. The results show that perceived playfulness and learning performance positively influence students' satisfaction, which further influence the intention to use computer simulation games. Furthermore, perceived ease of use and perceived attraction play a critical role in determining perceived playfulness. Perceived ease of use was also positively influenced by perceived attraction. The research results on the students' perspective provide a strong support for the teachers to adopt or continue using computer simulation games in classrooms. However, the agency theory failed to be sustained as a useful tool in motivating students' learning activities, which is worthy of further research.