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Abstract

This study sought to examine the factors affecting the acceptance of an entertainment medium, particularly online games, by expanding the technology acceptance model. To measure factors affecting the acceptance of online games, we fielded a survey with 244 gamers serving as respondents. Perceived usefulness, enjoyment, and economic value were found to have a positive influence on attitude toward gaming, whereas perceived ease of use was not a significant predictor. In addition, we found that gender and game type (multiplayer or not) showed differing patterns of results. Interestingly, perceptions of mass acceptance of gaming were found to have a negative effect on attitude toward online games. Theoretical and practical implications of these findings are discussed.