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The rapid growth of the somatosensory video games (SVGs) market has successfully attracted more and more purchasers. In this study, we use Wii Sports games as a case to study an extended technology acceptance model (TAM), which integrates the factors of Game Flow theory to determine their relevance in the playing of the games. The proposed research model is tested empirically based on a sample of 442 gamers by using structural equation modeling (SEM). The research results demonstrate the effects of flow experience (including the factors of autonomy, challenge and social interaction) as being external variables critical to the gamers’ behavioral intentions through perceived ease-of-use, perceived playfulness and attitudes toward play. This study may contribute to proposing a model predicting the gamers’ intention to play SVGs and to providing valuable information regarding the design principles of SVGs and the game marketing strategies.
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Papers that cite the same references — the relational fallback while embeddings are still backfilling.
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