PENGARUH PERSEPSI DAN SIKAP PEMAIN TERHADAP NIAT MENGGUNAKAN MOBILE GAME MENGGUNAKAN TECHNOLOGY ACCEPTANCE MODEL
Abstract: Technology Acceptance Model was developed in order to describe the relationship between user’sperceptive and their attitude toward an object. This research main purpose is to analyze the relationship between mobile game’s player’s perceptive and their attitude toward the game and finally h...
Main Authors: | , , |
---|---|
Format: | Article |
Language: | English |
Published: |
Universitas Mercu Buana
2017-11-01
|
Series: | MIX: Jurnal Ilmiah Manajemen |
Subjects: | |
Online Access: | http://publikasi.mercubuana.ac.id/index.php/Jurnal_Mix/article/view/1978 |
_version_ | 1819149611201200128 |
---|---|
author | Putu Adi Putra Arimbawa Surachman Surachman Ananda Sabil Hussein |
author_facet | Putu Adi Putra Arimbawa Surachman Surachman Ananda Sabil Hussein |
author_sort | Putu Adi Putra Arimbawa |
collection | DOAJ |
description | Abstract: Technology Acceptance Model was developed in order to describe the
relationship between user’sperceptive and their attitude toward an object. This research
main purpose is to analyze the relationship between mobile game’s player’s perceptive
and their attitude toward the game and finally how that relationship affect user’s
intention to use newer game. The research conducted in Indonesia and using purposive
sampling, we have collected data from 170 Clash of Clan players. We use Partial Least
Square (PLS) as our data analysis technique. This research results are user’s perceptive
(perceived usefulness and perceived ease of use) both has direct significant effect
toward attitude and intention to use. In addition, direct significant effect also found
between attitude and intention to use, which made attitude toward use could become
mediated variable between the relationship between users’s perceptive and user’s
intention to use. This research contribution is giving a good description for the
importance role of user’s attitude toward product use to improve user’s intention to use
the product.
Keywords: TAM, User’s Perception, User’s Attitude, User’s Intention, Mobile Game |
first_indexed | 2024-12-22T14:04:21Z |
format | Article |
id | doaj.art-e9191cbfa0dd435bbd795930351444a5 |
institution | Directory Open Access Journal |
issn | 2088-1231 2460-5328 |
language | English |
last_indexed | 2024-12-22T14:04:21Z |
publishDate | 2017-11-01 |
publisher | Universitas Mercu Buana |
record_format | Article |
series | MIX: Jurnal Ilmiah Manajemen |
spelling | doaj.art-e9191cbfa0dd435bbd795930351444a52022-12-21T18:23:21ZengUniversitas Mercu BuanaMIX: Jurnal Ilmiah Manajemen2088-12312460-53282017-11-01731526PENGARUH PERSEPSI DAN SIKAP PEMAIN TERHADAP NIAT MENGGUNAKAN MOBILE GAME MENGGUNAKAN TECHNOLOGY ACCEPTANCE MODELPutu Adi Putra ArimbawaSurachman SurachmanAnanda Sabil HusseinAbstract: Technology Acceptance Model was developed in order to describe the relationship between user’sperceptive and their attitude toward an object. This research main purpose is to analyze the relationship between mobile game’s player’s perceptive and their attitude toward the game and finally how that relationship affect user’s intention to use newer game. The research conducted in Indonesia and using purposive sampling, we have collected data from 170 Clash of Clan players. We use Partial Least Square (PLS) as our data analysis technique. This research results are user’s perceptive (perceived usefulness and perceived ease of use) both has direct significant effect toward attitude and intention to use. In addition, direct significant effect also found between attitude and intention to use, which made attitude toward use could become mediated variable between the relationship between users’s perceptive and user’s intention to use. This research contribution is giving a good description for the importance role of user’s attitude toward product use to improve user’s intention to use the product. Keywords: TAM, User’s Perception, User’s Attitude, User’s Intention, Mobile Gamehttp://publikasi.mercubuana.ac.id/index.php/Jurnal_Mix/article/view/1978AM, User’s Perception, User’s Attitude, User’s Intention, Mobile Game |
spellingShingle | Putu Adi Putra Arimbawa Surachman Surachman Ananda Sabil Hussein PENGARUH PERSEPSI DAN SIKAP PEMAIN TERHADAP NIAT MENGGUNAKAN MOBILE GAME MENGGUNAKAN TECHNOLOGY ACCEPTANCE MODEL MIX: Jurnal Ilmiah Manajemen AM, User’s Perception, User’s Attitude, User’s Intention, Mobile Game |
title | PENGARUH PERSEPSI DAN SIKAP PEMAIN TERHADAP NIAT MENGGUNAKAN MOBILE GAME MENGGUNAKAN TECHNOLOGY ACCEPTANCE MODEL |
title_full | PENGARUH PERSEPSI DAN SIKAP PEMAIN TERHADAP NIAT MENGGUNAKAN MOBILE GAME MENGGUNAKAN TECHNOLOGY ACCEPTANCE MODEL |
title_fullStr | PENGARUH PERSEPSI DAN SIKAP PEMAIN TERHADAP NIAT MENGGUNAKAN MOBILE GAME MENGGUNAKAN TECHNOLOGY ACCEPTANCE MODEL |
title_full_unstemmed | PENGARUH PERSEPSI DAN SIKAP PEMAIN TERHADAP NIAT MENGGUNAKAN MOBILE GAME MENGGUNAKAN TECHNOLOGY ACCEPTANCE MODEL |
title_short | PENGARUH PERSEPSI DAN SIKAP PEMAIN TERHADAP NIAT MENGGUNAKAN MOBILE GAME MENGGUNAKAN TECHNOLOGY ACCEPTANCE MODEL |
title_sort | pengaruh persepsi dan sikap pemain terhadap niat menggunakan mobile game menggunakan technology acceptance model |
topic | AM, User’s Perception, User’s Attitude, User’s Intention, Mobile Game |
url | http://publikasi.mercubuana.ac.id/index.php/Jurnal_Mix/article/view/1978 |
work_keys_str_mv | AT putuadiputraarimbawa pengaruhpersepsidansikappemainterhadapniatmenggunakanmobilegamemenggunakantechnologyacceptancemodel AT surachmansurachman pengaruhpersepsidansikappemainterhadapniatmenggunakanmobilegamemenggunakantechnologyacceptancemodel AT anandasabilhussein pengaruhpersepsidansikappemainterhadapniatmenggunakanmobilegamemenggunakantechnologyacceptancemodel |