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Abstract This study conceptualizes the influences of technology acceptance model (TAM) and motivation-opportunity-ability (MOA) theory on customer to customer online gamer knowhow. Although both TAM and MOA are well acknowledged and popularly applied in the literature, implementing both theories using the Indonesian online gamers scenario like Dota2 has not been carried out. This study reviews on the suitability of the theories to be extended into the virtual realm of Dota2. To achieve an understanding on this possibility is significant as the world is changing due to globalization and advancement of technology. This review has established the foundations of MOA theory in Multiplayer Online Battle Arena (MOBA) game environments. This indicates the possibility for the influences of perceived usefulness and perceived ease of use, motivation, opportunity and ability to be investigated on customer to customer online know how. The theoretical framework developed that explains the causal relationship among variables is based on the situational prime of Dota2. It is expected that future video game development based on this study’s framework can aid in the improvement of its players know-how.
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