Perceived Information Quality in Data Exchanges: Effects on Risk, Trust, and Intention to Use
Information Systems Research
International Journal of Electronic Commerce
Impact of the Internet on our lives: Male and female personal perspectives
Computers in Human Behavior
The Moderating Effect of Transaction Experience on the Decision Calculus in On-Line Repurchase
International Journal of Electronic Commerce
ISA '09 Proceedings of the 3rd International Conference and Workshops on Advances in Information Security and Assurance
Computers in Human Behavior
Falling in love with online games: The uses and gratifications perspective
Computers in Human Behavior
Factors affecting Chinese Ubiquitous Game Service usage intention
International Journal of Mobile Communications
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies
Why girls go pink: Game character identification and game-players' motivations
Computers in Human Behavior
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Online game is the most popular entertainment application in the virtual world and online gamers demonstrate high attachment to playing online games. Previous studies have linked to the numerous negative outcomes in playing online games. The factors contribute to the negative consequences on using online game have been relatively neglected. The purpose of this study is to explore the impact of perceived risk, intangibility, gender and age (adolescent/adult) difference on online game playing consequences and intentions. Past usage frequency is also made to look into the influence additional purchase intention. A total of 1418 useful questionnaires (including 1018 from public interview and 400 from online questionnaire feedback) were collected for final data analysis. The results demonstrated the important roles that time risk, psychological risk, financial risk, physical intangibility, mental intangibility and generality play on the negative consequences associated with online game playing. The results also indicated that male and adolescent individuals spent much more time on online game and intented to act the entertainment more than females and adults did. Finally, past online game playing frequency was showed to be a positive predictor of future online game playing intention.