Abstract
The purpose of the present paper is to identify if there is any cause-effect relationship between online game use motives and their continuous use intention with a mediating parameter of their attitude toward the shutdown system. To that purpose, a survey was conducted to a group of 328 game users and a covariance structure analysis was performed. First, it was found that challenge/accomplishment and attack motives had a significant influence on the users' attitude toward the shutdown system. Second, it was found that entertainment; fellowship and attack motives play a significant influence on their intention to continue playing. Third, it was also found that their attitude toward the shutdown system was found to have a negative effect on their continuous use intention. Finally, a complete mediating effect was found between challenge/ accomplishment motive and their continuous intention with the shutdown system being a mediator, whereas attack motive was found as playing a partial mediating effect. As adolescents tend to use games for entertainment, fellowship and attack motives, they should rather be provided with other forms of leisure activities than simply prohibited from playing games. Also, measures should be taken that will help the users have a positive perception of the shutdown system.
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