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Online Video Games Adoption: Toward an Online Game Adoption Model


  • Mohammed Hokroh

    (School of Business,University of Bolton,Bolton,United Kingdom)

  • Gill Green

    (School of Business,University of Bolton, Bolton, United Kingdom)


The purpose of this research paper is to explore the factors that influence Saudi users to adopt and use online video games. We developed a theoretical framework based on the Technology Adoption Model (TAM) to examine 6 hypotheses through a survey of 106 video game users. The results indicate that social norms, perceived enjoyment, and social interaction play a positive and significant role in influencing the perceived usefulness of online video games for end users. Also, price value, game quality, and internet speed were all factors that influence end-user perceived ease of use of online video games. Both perceived ease of use and perceived usefulness were all of the significant influence on the attitude to use online video games. Furthermore, perceived usefulness and attitude to use online video games influenced the behavioral intention to use online video games which in return influenced the actual use. Key Words:Sytem Adoption, TAM, Video Games, Saudi Arabia

Suggested Citation

  • Mohammed Hokroh & Gill Green, 2019. "Online Video Games Adoption: Toward an Online Game Adoption Model," International Journal of Research in Business and Social Science (2147-4478), Center for the Strategic Studies in Business and Finance, vol. 8(4), pages 163-171, July.
  • Handle: RePEc:rbs:ijbrss:v:8:y:2019:i:4:p:163-171

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