Abstract :
With the proliferation of online games, understanding users’ intention to play
online games has become a new issue for academics and practitioners. Prior
studies have investigated the factors affecting behavioural intention to play
online games. However, little research has been conducted to investigate the
gender differences in the acceptance of online games. Thus, this study is to
investigate the effects of perceived playfulness and its potential antecedents (ie,
computer self-efficacy, computer anxiety, challenge, speed and feedback) on
the behavioural intention to play online games, and to examine the gender
differences in the perception and acceptance of online games. Data collected
from 281 respondents in Taiwan were tested against the research model using
analysis of variance and structural equation modelling approaches. The theoretical
and practical implications of the results were discussed.