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

机译:使用使用和满足理论审查通过在线游戏的采用

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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:近年来迅速推动了移动娱乐。网络游戏在世界计算机和移动电信地区广泛出现。他们已成为将在线游戏作为品牌乐趣的平台认可的组织之间的战斗的前线。基于这一点,据信了解球员的打算,特别是对于游戏设计师,营销人员,组织和设备开发人员的意图是关键任务。绘制在使用和满足理论上,本文通过提出一个综合模型来解决这种需求,这些模型描绘了有可能影响采用在线游戏的行为意向的因素。

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