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Analyzing Behaviors Influencing the Adoption of Online Games from the Perspective of Virtual Contact

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In this study, we discussed the antecedents of online game adoption based on the technology acceptance model. A total of 303 valid questionnaires were collected and hypotheses were tested using structural equation modeling. Results showed that telepresence positively influences parasocial interaction, perceived usefulness (PU), perceived ease of use (PEU), and perceived playfulness (PP). Parasocial interaction was found to have a positive impact on subjective norms (SN), PU, and PP. In addition, SN positively influenced image (Im) and PEU positively influenced PU and PP. Finally, behavioral intention to use (BIU) online games was found to be positively affected by SN, PU, PEU, and PP.
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Keywords: ONLINE GAME ADOPTION; PARASOCIAL INTERACTION; TECHNOLOGY ACCEPTANCE MODEL; TELEPRESENCE; VIRTUAL CONTACT

Document Type: Research Article

Publication date: 2013-02-01

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