Abstract

The primary objective of this research is to identify the main aspects affecting the mobile gaming adoption in Malaysia. The theoretical base of this study was based on the mobile technology acceptance model (MTAM) together with other theories such as theory of reasoned action (TRA) and Theory of Planned Behaviour (TPB). The data collected for this study was from January 2018 to April 2018. The survey was done via the distribution of questionnaires in selected local shopping malls. A total of 304 usable responses were gathered for further analysis using the partial least square structural equation modelling (PLS-SEM) approach. The findings identified that mobile ease of use (MEOU), mobile usefulness (MU) and perceived challenge (PC) has a significant impact on individual's behavioural intention (BI). In addition to that, perceived challenge (PE) and referent network size (RNS) also has an impact on both MEOU and MU while MU shows an impact on MEOU. However, in this research, the moderating variable has no significant impact on mobile gaming adoption in Malaysia. Findings from this study are expected to contribute to the theoretical and practical world.

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