以技术接受模型(TAM)为理论框架构建网络游戏使用意向的影响因素模型,并通过调查550名《英雄联盟》的大学生玩家对模型进行验证。结果表明,有用感、易用感、品质感知、沉醉体验和态度与网络游戏使用意向显著正相关;品质感知和有用感对网络游戏使用意向的直接效应显著,同时通过态度的部分中介作用对网络游戏使用意向产生间接影响;易用感和沉醉体验对网络游戏使用意向的直接效应不显著,两者通过态度的完全中介作用对网络游戏使用意向产生间接影响。本研究表明,技术接受模型能够很好地解释大学生网络游戏使用意向的影响因素及其作用机制。
This study investigated the influencing factors of behavioral intention on online games and its mechanism through questionnaires on 550 college students, based on the theoretical model of Technology Acceptance Model(TAM). The results indicated that:(1) The variables, such as perceived usefulness,perceived ease of use, perceived quality of online games, flow experience and attitude, were all positively correlated with behavioral intention on online games;(2) Perceived quality of online games and perceived usefulness had direct effects on gaming intention and partly mediated by attitude;(3) Perceived ease of use and flow experience indirectly impacted gaming intention completely mediated by attitude, and had no direct effects on gaming intention. The results suggested that Technology Acceptance Model can explain the influence factors of college students' behavioral intention on online games and its mechanism.