Abstract

Online games have become a mainstream source of entertainment in the world, including Indonesia. The present study uses an adaptation of the Technology Acceptance Model (TAM) to help us understand how online game is accepted in Indonesia. The participants were school students (N = 1 498) from Year 7 to Year 12 recruited from several schools in Surabaya, East Java, Indonesia. A modified version of the original measures of the TAM was used to assess perceived ease of use and usefulness of online game. Confirmatory factor analysis was used to investigate the construct validity of each measure and path analysis with structural equation modeling was used to test the hypotheses. The results confirmed the relevance of previous established constructs, perceived ease of use, perceived usefulness, and intention in an online game setting in Indonesia, as well as the hypothesized relationships among these constructs according to TAM. Furthermore, the good model fit suggests that TAM is a valid and relevant research model to understand online game usage among Indonesian school students. Although further studies are necessary, the results support the notion that online games in the setting of Indonesian school students is just like any other technology in adult and business settings.

Highlights

  • IntroductionThe number of hours children and adolescents spend playing video games has increased steadily (Gentile, 2009)

  • Online games have been prevalent around the world as a source of entertainment

  • We believe that our school student sample represents a reasonable population to study online game use in Indonesia because a large proportion of online game users in Indonesia is composed of school students

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Summary

Introduction

The number of hours children and adolescents spend playing video games has increased steadily (Gentile, 2009). The increasing popularity of online games in Indonesia can be seen from the number of events by game companies/publishers and warnet (internet cafes). One event to note was the Museum Rekor Dunia Indonesia (MURI; a local Indonesian version of the Guiness Book of World Records) event, which involved hundreds of participants with the purpose to exceed the “150 consecutive hours” record for playing video games – with most of the games being online (Fauzi, 2011). While gaming has been recognized as a popular form of entertainment, online games have been reported to cause potential problems. There has been increasing concerns from the government regarding the potential issues caused by online games among children; to the point where the minister of health has expressed it publicly (Firdaus, 2011)

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