The Technology Acceptance Model for Playing Mobile Games in Indonesia

Abstract

Mobile games grew to account for one-third of the global games industry in 2015. They dominated Southeast Asia in 2015 with mobile revenues accounting for nearly half the $1.4Bn Southeast Asian games market. In 2017, mobile revenues alone approached $1.3Bn, growing at an impressive CAGR (2013–2017) of +56%. Underlying this growth is the fast-rising (mobile) Internet connectivity across the region. Among the South East Asian Countries, Indonesia dominates the total mobile game market with 30.7 million players, of which 49% are payers (mobile games in or out purchasers). Even Thailand and Singapore, two of the biggest contributors in game development, have a smaller number of players and payers compared to Indonesia. Unfortunately, Indonesian games are still left out of the competition with foreign games. The chart of both Play Store (for Android) and App Store (for Apple) show that the top 10 games are all foreign games. The Indonesian mobile game industry needs to compete and utilize the opportunity of the huge number of mobile users in the country and increase its market share. Through this study, we will find the main factors and behaviors that motivate Indonesian smartphone users to play mobile games. This study employed Technology Acceptance Model (TAM) to analyze and to find the main factors. The research method used is descriptive survey with a sample of 136 respondents. Data processing was done using SEM. The results of research are Perceived Usefulness, Perceived Ease of Use, Flow, Accessibility, and Attitude as affecting behavior in playing mobile games. However, Intention doesn’t affect behavior in playing mobile games.


 


 


Keywords: game industry, mobile games, Technology Acceptance Model

References
[1] Castells, M. (2014). The Impact of the Internet on Society: A Global Perspective. MIT Technology Review. Retrieved from https://www.technologyreview.com/s/ 530566/the-impact-of-the-internet-on-society-a-global-perspective/


[2] Chuttur, M. (2009). Overview of the Technology Acceptance Model: Origins, Developments and Future Directions. Sprouts: Working Papers on Information Systems, 9. Retrieved from https://library.ithaca.edu/sp/subjects/primary


[3] eMarketer. (2013). In Indonesia, a New Digital Class Emerges. Retrieved from http://www.emarketer.com/Article/Indonesia-New-Digital-Class Emerges/1009723#VOdO6jzB8Gi4XKZb.99


[4] Erasmus, E., Rothmann, S., & Van Eeden, C. (2015). A structural model of technology acceptance. SA Journal of Industrial Psychology/SA Tydskrif vir Bedryfsielkunde, 41(1).


[5] FD Davis (1985). A Technology Acceptance Model for Empirically Testing new enduser information System: Theory and Result. Dspce.mit.edu


[6] FD Davis, RP Bagzzi, PR Warshaw. (1989). User Acceptance of Computer Technology: a Comparison of Two Theoretical Models. Management Science – pubsonline.informs.org


[7] Fishbein, M & Ajzen. (1975). Belief, Attitude, Intention, and Behavior: An Introduction to Theory and Research. Addison-Wesley


[8] Newzoo. (2017). Newzoo and GMGC Release the Mobile Games Whitebook for 2017


[9] P Legris, J Ingham, P Collerete. (2003). Why do people use information technology? A Critical Review of The Technology Acceptance Model. Information and Management-Elsevier


[10] S Guritno, H Siringoringo. (2003). Perceived usefulness, ease of use, and attitude towards online shopping usefulness towards online airlines ticket purchase. Procedia – Social and behavioral Science – Elsivier


[11] V Venkantest, FD Davis. (2000). A theoretical Extension of The Technology Acceptance Model: Four Longitudinal Field Studies. Pubsonline.informs.org


[12] Y Lee, KA Kozar, KRT Larsen. (2003) The Technology Acceptance Model: Past, Present, and Future. Aisel.aisnet.org