Q2. What are the main factors that are important in the use of games?
Since most contemporary games include social activities such as multiplayer game modes, chatting, trading and/or tools for sharing the gaming experience, social factors are arguably an important consideration in the use of games.
Q3. What is the effect of perceived usefulness on attitude?
perceived usefulness has extremely large effect on attitude (0.810***), whereas the path coefficients from both enjoyment and perceived ease of use on attitude remain insignificant (0.039ns and 0.023ns, respectively).
Q4. What are the other hedonic variables to explain the use of games?
In addition to enjoyment, the literature has suggested two other hedonic variables to explain the use of games; flow and perceived playfulness.
Q5. What is the relationship between flow and playfulness?
Flow is the extent of deep concentration, the amount of immersion and the optimal hedonic experience (Csikszentmihalyi 1990) in the use of games, whereas perceived playfulness is related to interestingness and curiosity (Moon & Kim 2001).
Q6. What were the three classes for interpreting effect sizes?
Correlation effect sizes were interpreted using Cohen’s (1988) small, medium and large thresholds, and therefore the three classes for interpreting effect sizes were:• Small (S) for values between 0.10 - 0.30• Medium (M) for values between 0.30 - 0.50• Large (L) for values between 0.50 - 1.00
Q7. What is the relationship between enjoyment and usefulness?
In particular, as the zero-order correlation between the variables was noticeably stronger than the path coefficient in their structural model, the results suggest that enjoyment and usefulness dominate the effects on attitude over the perceived ease of use.