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Examining the Adoption of Online Game Using the Uses and Gratifications Theory

机译:利用使用和满足理论研究网络游戏的采用

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Recent years have witnessed rapid advancement in mobile entertainments. Online games have emerged widely in the computer and mobile telecommunication areas in the world. They have become the front line of the battle among organizations that have recognized online games as a platform of branded fun. Based on this, it is believed that understanding the players' intention to play, especially for game designers, marketers, organizations and device developers is mission critical. Drawing on the Uses and Gratifications theory, this paper addresses this need by proposing an integrated model that depicts the factors that have the potential to impact the behavioral intention to adopt online games.
机译:近年来,目睹了移动娱乐的飞速发展。在线游戏已经在世界范围内的计算机和移动通信领域中广泛出现。他们已成为公认在线游戏为品牌娱乐平台的组织之间的战斗的最前线。基于此,我们认为了解玩家的游戏意图(尤其是对于游戏设计师,营销人员,组织和设备开发人员)至关重要。借助“使用和满足”理论,本文提出了一个集成模型来满足这一需求,该模型描述了可能影响采用网络游戏的行为意图的因素。

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