Digital Games Acceptance in Malaysia
2017; Springer International Publishing; Linguagem: Inglês
10.1007/978-3-319-59427-9_81
ISSN2367-4512
AutoresNormal Mat Jusoh, Bin Ismail Ishak,
Tópico(s)Impact of Technology on Adolescents
ResumoEntertainment Software Association (ESA) in the USA and the Entertainment and Leisure Software Publishers Association (ELSPA) in the UK have expressed the views that digital games are completely different from the cultural and technological inventions known today. Digital games present a new application of technology where leisure, creativity and play are closely intertwined. In order to construct an accurate view of market size and cultural readiness to market digital games, it is vitally important to put together a strategic information system which takes into consideration several pre-production decisions that are linked to digital games acceptance for a specific society and country. The findings show that the effects of antecedents on main beliefs are significant with the exception of perceived victory and perceived leadership. Approximately 50.2% of the total variance of intention to continue playing digital games is explained by this proposed model.
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