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To test the propositions that an attitude's ability to predict behavior is influenced by its temporal stability and by its accessibility in memory, 75 students were given direct or indirect experience with 6 video games and fun or skill instructions. They completed a computer-administered questionnaire before and after a free-play period. On the basis of Ajzen's (1988) theory of planned behavior, time played with each game was correlated with attitudes, perceived behavioral control, and intentions with respect to playing each game
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