PENGUJIAN TECHNOLOGY ACCEPTANCE MODEL (TAM) PADA TEKNOLOGI ONLINE GAME

Main Authors: Zisli, Hervanny, Dewayani, Ery, Beng, Jap Tji, Tiatri, Sri
Format: eJournal
Bahasa: eng
Terbitan: Lecturer External Publication , 2013
Online Access: http://fti.tarumanagara.ac.id/jurnal/index.php/lep/article/view/348
Daftar Isi:
  • Internet is experiencing a rapid development in Indonesia, especially online games. Online games are very popular in school age children. The growth of online games industry is shown by the number of online game companies that is recently established. There are positive and negative influence of online games to children’s development. This research will develop technology acceptance model (TAM) to explain the use of online games in school age children. TAM has been widely used to explain the acceptance of technology. It is one of the most prominent theory in the information systems discipline. This paper also aims to expand TAM by adding positive affect. This research in progress attempts to develop TAM with several interrelated factors. This research was conducted in Jakarta by administering questionnaires to school age children (12-18 years old). The result shows that perceived ease of use, perceived usefulness, and positive affect provide positive and statistically significant contribution to behavioral intention. Positive affect has successfully expanded the ability of TAM to explain online game acceptance in school age children. However, this research is hampered by its small sample. Makalah sudah dipublikasikan pada Prosiding Seminar Nasional Teknologi Informasi 2012, Vol.9 No.1, Tahun 2012, ISSN 1829-9156, Hal.120-124, Fakultas Teknologi Informasi UNTAR, 24 November 2012