1. ANALISIS PENERIMAAN XBOX CLOUD GAMING DI INDONESIA MENGGUNAKAN UTAUT.
- Author
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Dewangga, Danang Ary and Kurniawati, Masmira
- Subjects
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GAMBLING industry , *TECHNOLOGY , *XBOX video games , *SOCIAL influence , *ACQUISITION of data - Abstract
Cloud gaming technology is a fairly new innovation in the gaming industry in the world. The implementation gradually expanded and reached Indonesia at this time. However, the growth of its users tends to be slow, even though game players in Indonesia have reached 105 million people. If cloud gaming users can become larger, it will certainly be profitable for the provider companies and the Indonesian state. Therefore this research was conducted to understand the factors that influence the acceptance of cloud gaming technology with the Xbox cloud gaming case study. In this study using the main model Unified Theory of Acceptance and Use of Technology (UTAUT) added variables perceived security and perceived value. The data collection method used is an online survey using Google Forms. The number of samples collected reached 120 game players. Multiple regression analysis and sub-group analysis were used to test the hypotheses proposed in the study. Based on the results of the analysis it was found that all hypotheses were supported. performance expectancy, effort expectancy, social influence, facilitating condition, perceived security and perceived value influence the user's behavioral intention to keep using Xbox cloud gaming. The results of this study are expected to be able to make cloud gaming service providers, especially Xbox, to be able to improve the quality of service based on the suggestions put forward by the author. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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