Abstract
This study investigated a conceptual model that connects game expertise, attitudinal perceptions, and cognitive achievements, and behavioral intention in digital game-based learning. In the study, attitudinal perceptions consisted of three constructs: perceived enjoyment, perceived usefulness, and satisfaction, and cognitive achievements consisted of two constructs: game scores and recall of content. A total of 298 college students played a serious game about transistor recycling, and structural equation modeling was used to analyze data. Our findings showed that two attitudinal constructs (i.e., perceived enjoyment and perceived usefulness) and one cognitive achievement (i.e., game scores) positively influenced satisfaction, and then their satisfaction positively influenced both their recall of content and behavioral intention while game expertise significantly affected on perceived usefulness. This complementary relationship between attitudinal perceptions and cognitive achievements found in this study suggests that when designing a serious game, game designers need to consider the interplay between entertaining factors and instructional strategies.
Keywords
Introduction
Digital game-based learning integrates various types of digital games into learning processes to engage learners more deeply (Van Eck, 2006) because gaming attributes (e.g., challenge, competition, control, curiosity, and fantasy) of digital games can facilitate learning (Baek, 2008; Gee, 2003; Hsu, 2012; Malone & Lepper, 1987). For example, challenging tasks embedded in games make players feel a sense of accomplishment when they reach higher levels. Also, the combination of an interesting story, a clear goal, and a competitive mission keep players motivated as well. Moreover, digital games offer highly engaging environments with high-quality images and sounds that keep players entertained (Foster, 2008; Rieber & Noah, 2008). Further, these specific features of digital games could help learners not only improve cognitive skills, such as problem solving and decision making skills (Brom, Šisler, & Slavík, 2010) but also change their attitudes and behaviors (de Freitas & Maharg, 2011; O’Neil & Perez, 2008).
As one type of digital game-based learnings, serious games are designed with specific educational purposes in addition to intrinsic purpose of entertainment (Michael & Chen, 2006; Van Eck, 2006). For example, Immune Attack (http://immuneattack.org) is a serious game that teaches adolescents how an immune system works in human blood vessel. Prior literature illustrated that players who take serious games can increase recall and comprehensive test scores in many areas, such as language (deHaan, Reed, & Kuwada, 2010), electricity (Mayer & Johnson, 2010), history (Mansour & El-Said, 2008), and physics (Squire, Barnett, & Grant, 2004). Serious games are also designed to change learners’ attitude and behavior (O’Neil & Perez, 2008; Prensky, 2001; van Staalduinen & de Freitas, 2011; Wouters, van der Spek, & van Oostendorp, 2009). For example, Escape From Diab (http://www.escapefromdiab.com) was developed to reduce risk for diabetes and obesity among youth by changing their attitude to diet and physical activity (Thompson et al., 2010).
Although attitudinal perceptions and cognitive achievements in serious games have been considered as important variables, few studies have explored those factors as well as their effects on learning performance and learners’ behavior. Thus, this study aims to investigate how learners’ attitudinal perceptions and cognitive achievements affect outcomes of a serious game. With a serious game called transistor recycling that incorporates entertainment and learning components, this study examines the relationships among game expertise, attitudinal perceptions (i.e., perceived enjoyment, perceived usefulness, and satisfaction), cognitive achievements (i.e., game scores and recall of content), and learning outcomes (i.e., intention to recycling behavior).
Research Model and Hypothesis Development
Our research model includes four categories of variables: external, attitudinal, cognitive, and purpose variables (see Figure 1). An external variable referring to individual differences in technology expertise (Burton-Jones & Hubona, 2006; i.e., game expertise), and three attitudinal perception variables (i.e., perceived enjoyment, perceived usefulness, and satisfaction) were adopted from the extended Technology Acceptance Model (TAM; Davis, 1989; Davis, Bagozzi, & Warshaw, 1989; Lee, Cheung, & Chen, 2005) from a motivational perspective (Deci, 1975). In the previous studies, perceived enjoyment and perceived usefulness have been considered as intrinsic and extrinsic motivations, respectively. Also, our conceptual model contains cognitive achievement variables (i.e., game scores and recall of content) that represent to what extent players understand learning contents during and after a game. Since the goal of a serious game used in this study is to encourage recycling behavior, behavioral intention is used as the final dependent variable as a learning outcome. Our conceptual model is shown in Figure 1. In the following sections, related studies regarding the above-mentioned variables and our hypotheses are presented.
Research model.
Attitudinal Perceptions
This study adopted three attitudinal perceptions including perceived enjoyment, perceived usefulness, and satisfaction from the modified TAM, which is based on a motivational theory. Several researchers extended the TAM by finding the positive relationships between perceived enjoyment of using a particular technology (defined as intrinsic motivation) and satisfaction toward the technology, and also between perceived usefulness of the technology and the satisfaction (Bruner & Kumar, 2005; Moon & Kim, 2001; van der Heijden, 2004). The TAM originated from information system studies and explores how users adopt and use a particular information technology (Davis, 1989; Davis et al., 1989). The original TAM suggested the important role of two major factors: (a) perceived usefulness (i.e., the degree of the user’s belief that the technology will improve one’s performance) and (b) perceived ease of use (i.e., the degree of the user’s belief that the technology is easy to learn without one’s intensive effort) in determining behavioral intention (i.e., acceptance of a technology). Recent studies have modified the factors influencing adoption decision based on a motivational framework (i.e., intrinsic and extrinsic motivations), and the modified attitudinal factors have been used to predict the technology adoption or acceptance in various learning technology arenas, such as computer-based instruction and serious games (Lee et al., 2005; Liu, Chen, Sun, Wible, & Kuo, 2010; Shin, 2009; van der Heijden, 2004; Yusoff et al., 2010).
Based on a motivational theory, several studies (Lee et al., 2005; Shin, 2009) identified intrinsic (induced from the task itself but not by any outside pressure) and extrinsic motivations (driven by the effort to acquire desired outcomes, such as rewards) that produce specific outcome behavior. In the modified TAM, intrinsic and extrinsic motivations have been assessed by using perceived enjoyment and perceived usefulness (Lee et al., 2005; Yi & Hwang, 2003). These studies adopted the perceived enjoyment to measure the level of player enjoyment for entertainment purposes, and the perceived usefulness to measure how much the player believes a serious game is a learning tool.
Prior studies measured satisfaction to comprehensively evaluate the potential technology usage (Green & Pearson, 2011; Islam, 2011; Lai, 2009; Wang, Wang, & Shee, 2007). In these studies, users’ higher satisfaction level increased their intention to use the technology. Satisfaction indicates the sum of users’ attitudes (i.e., favor/disfavor and positive/negative feelings) toward a particular technology. Thus, this study employs satisfaction as overall attitudinal perception toward a serious game. Since previous studies demonstrated that the two motivational factors (i.e., perceived enjoyment and perceived usefulness) positively influenced learners’ satisfaction represented as overall attitude (Lee et al., 2005; Shin, 2009; Tao, Cheng, & Sun, 2009; Yi & Hwang, 2003), we assume that more pleasurable game experiences will lead to higher satisfaction levels. Also, as the learners perceive the serious game as a valuable learning tool, they will have an increased level of satisfaction toward the serious game.
Previous studies also suggest that the enjoyment perception (i.e., intrinsic motivation) of a technology, such as e-learning systems (i.e., Blackboard) and online shopping sites, positively influenced the usefulness perception (i.e., extrinsic motivation) (Huang, Yang, & Liaw, 2012; Lim, Lim, & Heinrichs, 2008; Yi & Hwang, 2003). When users are intrinsically motivated with a technology, they become deeply involved with the content contained in the technology. Thus, as players feel enjoyment with serious games, they will have more positive perceived usefulness toward the game delivering useful learning content. Specific hypotheses are presented below: H1: Perceived enjoyment of a serious game will positively influence satisfaction toward the game. H2: Perceived usefulness of a serious game will positively influence satisfaction toward the game. H3: Perceived enjoyment of a serious game will positively influence perceived usefulness of the game.
Cognitive Achievements
Serious games are generally designed to enhance knowledge acquisition through cognitive activities in gaming environments (Kenny & Gunter, 2007). Thus, our conceptual model in this study comprised two cognitive achievement variables (i.e., game scores and recall of content) as well as attitudinal perceptions.
The stream of in-game events reflects a continuous exchange of information between the player and the game (Klimmt & Hartmann, 2006). In general, game scores received in a game can be considered as the game’s instant feedback for the player’s performance. In a serious game, game scores represent the progress of learning during a game (Yusoff et al., 2010).
On the other hand, recall test scores measure how much information the player actually remembers after a game. The scores represent the direct evidence of learning performance. So, learners with higher game scores will perform in a recall test better than learners with lower game scores. In addition, the common goal of playing games is to have higher score, and players often replay games to receive higher scores. When they have higher game scores, they will be more satisfied with a game.
Additionally, several researchers argued that attitudes positively affect recall of information because positive attitudes can function as cues to retrieve the information from memory (Olson & Cal, 1984; Ross, McFarland, & Fletcher, 1981). Positive attitudes (e.g., emotion) can help learners remember information by allocating more cognitive resources (Lang, 2006). Consistent with these notions, greater satisfaction with the serious game may facilitate learning outcomes, such as recall of the game content. Thus, the following hypotheses are given: H4: Game scores gained in a serious game will positively influence recall of learning contents. H5: Game scores gained in a serious game will positively influence satisfaction toward the game. H6: Satisfaction toward a serious game will positively influence recall of content in the game.
Behavioral Intention
According to the theory of reasoned action (Ajzen, 1991; Ajzen & Fishbein, 1980), a human tends to guess consequences that will happen before performing tasks. Thus, human actual behavior can be inferred by behavioral intention. A number of studies have examined behavioral intention to predict actual or continuance use of a technology, including serious games (e.g., Bourgonjon, Valcke, Soetaert, & Schellens, 2010; Yusoff et al., 2010).
Many serious games expect to change players’ actual behaviors after learning from content. For example, a serious game about diabetes improved the players’ eating habits (Brown et al., 1997; Turin, Riva, Galbiati, & Cainelli, 2000). A serious game (The Transistor) chosen in the current study was designed to increase actual recycling behavior. Thus, we adopted the behavioral intention variable to measure the learners’ recycling intentions. Numerous previous studies found that satisfaction with e-learning positively affects behavioral intention (e.g., Lai, 2009; Tang & Chiang, 2010). Because satisfaction reflects a comprehensive attitudinal evaluation of a technology, greater satisfaction increases behavioral intention, such as intention to adopt a new technology or purchase an item (Cheon, Lee, Crooks, & Song, 2012).
Additionally, behavioral intention may also be affected by recall of learning content. A study (Yates, Wagner, & Suprenant, 1997) found that increased recall of healthy or risky products positively influenced players’ intention to avoid such type of the products. In other words, well-structured schema of relevant information can affect learners’ actual behaviors (McVee, Dunsmore, & Gavelek, 2005). Thus, recall of recyclable and unrecyclable items from the game may affect actual recycling behavior. Thus, specific hypotheses are provided below: H7: Satisfaction toward a serious game will positively influence behavioral intention. H8: Recall of content in a serious game will positively influence behavioral intention.
Game Expertise
Several studies on the TAM have included external variables, such as characteristics of technology or users, which directly or indirectly impacted on behavioral intention (Davis, 1989; Venkatesh & Davis, 1996; Yousafzai, Foxall, & Pallister, 2007). Studies have found that user expertise with a technology positively influenced his or her attitudes toward and adoption to use specific technology (e.g., Liu et al., 2010; Sahin & Shelley, 2008). Individuals’ levels of game expertise (i.e., experiences) can affect their game score and their attitude toward a serious game. Thus, the current study explores the effects of game expertise on the antecedent variables in our conceptual model (i.e., perceived enjoyment, perceived usefulness, and game scores).
A primary reason of game play is to experience enjoyment. The enjoyment will likely occur when demanding tasks are successfully completed. Experienced game players can predict what, where, and when in-game events will happen, and they are more likely to meet required tasks than novices. Past studies argued that game expertise is positively related with the perceived enjoyment (Tamborini, Bowman, Eden, Grizzard, & Organ, 2010; Trepte & Reinecke, 2011). Moreover, experts tend to have more accurate knowledge (Bhattacherjee & Sanford, 2006) about entertaining and learning attributes of serious games. Thus, game expertise may have a positive relationship with the perception of the serious game as a useful learning tool. Finally, because game scores are received whenever the player completes demanding tasks, there may be a positive effect of game expertise on game scores. Based on these assumptions, we have the following hypotheses: H9: Game expertise will positively influence perceived enjoyment of the game. H10: Game expertise will positively influence perceived usefulness of the game. H11: Game expertise will positively influence game scores.
Methods
Participants
Data (N = 298) were collected through convenience sampling (Creswell, 2012) in a undergraduate course “Computing and Information Technology,” which was a core curriculum course required for all students at a large southwestern university in the United States. The students in the course voluntarily participated in this study and received extra course credits for their participation. There were 111 males and 187 females. The ages of the participants (M = 19.78; SD = 2.56) ranged from 17 to 39. The participants were 112 freshmen, 102 sophomores, 59 juniors, and 25 seniors.
Data Collection
A serious game
The participants in this study played a serious game, The Transistor, which was one of the popular educational games released by the Official Web Site of the Nobel Prize (www.nobelprize.org; see Figure 2). This game teaches the importance of transistor recycling in current everyday life. In the game, transistor and nontransistor items appeared on a conveyer belt and moved toward the recycling machine. Players were asked to correctly remove only nontransistor items from the belt by using a mouse click. They received one point for each item that was correctly removed. They lost two points from their total score if they mistakenly removed a transistor item. As the game level became higher, new items appeared and the belt moved faster. The participants were asked to play repeatedly as many as times for 15 min. The operation and content of the game was simple. One-time game play generally spent 1 or 2 min; therefore, generally the participants could play the game more than 10 times with different items.
A screenshot of the serious game “The Transistor.”
Measurements
Using a paper and pencil survey, this study measured the participants’ various perceptions and cognitive achievements. All survey items (game expertise, perceived enjoyment, perceived usefulness, satisfaction, and behavioral intention) were adopted from previous studies (see Appendix). All the items used a 7-point Likert scale, ranging from strongly disagree to strongly agree. Additionally, game scores were self-reported by asking the best game score the participants received. After the attitudinal perceptions and game scores were answered, the participants took a separate section for recall test. Recall test scores were assessed by counting the number of the correctly recalled items among total 21 items (e.g., recyclable items with transistors: TV, phone, and so forth; unrecyclable items without transistors: lamp, speaker, etc.) appeared in the game.
Procedure
This study was conducted in a computer lab with 23 individual desktop computers. Voluntary participants showed up at a predetermined class time within a research module week and received a survey paper. This study consisted of four phases. First, the participants responded to demographic questions (e.g., gender, age, and game expertise). Second, they played a serious game about transistor recycling for 15 min. Third, they stopped the game and wrote down the best game score they received in the game and responded to questions about perceived enjoyment, perceived usefulness, satisfaction, and behavioral intention. Fourth, participants were asked to list all names of transistor and nontransistor items shown in the game.
Data Analysis
This study employed structural equation modeling (SEM) to address the primary research purposes. Because the model comprises five latent variables including game expertise, perceived enjoyment, perceived usefulness, satisfaction, and behavioral intention, paths among the latent variables, measurement errors as well as structural coefficients are main issues. SEM can explicitly consider measurement model and structural model at the same time. A two-stage of modeling approach, recommended by Anderson and Gerbing (1988), was followed such that the convergent and discriminant validity are tested with the confirmatory factor analysis, and the path coefficients are estimated with SEM.
Measurement Model
Results for the Measurement Model.
Indicates an acceptable level of reliability and validity. Game score and recall of content are formative measures.
Using Mplus 6.11, the measurement model was assessed with individual item loadings, reliability of measures, convergent validity, and discriminant validity. Table 1 presents standardized factor loadings, Cronbach’s alpha, composite reliability, and average variance extracted (AVE). Fornell and Larcker (1981) suggested that the convergent validity is assessed with three measures: (a) item reliability of each measure, (b) composite reliability, and (c) the AVE. The item reliability was assessed by factor loadings for each construct. Gefen, Straub, and Boudreau (2000) suggested that the convergent validity at the item level is adequate if factor loadings are greater than a 0.7 threshold. Factor loadings for five constructs ranged from 0.802 to 0.986, indicating the convergence of each item to each construct. The composite reliability of each construct was assessed using Cronbach’s alpha, and Nunnally and Bernstein (1994) recommended a threshold above 0.7 and DeVellis (2003) recommended a higher threshold between 0.80 and 0.90. All values ranged from 0.910 to 0.977 which far exceeds two criteria, demonstrating a good composite reliability of each construct. Finally, all AVE exceeded a 0.5 threshold that range from 0.780 to 0.946. Given the satisfaction of three criteria, the convergent validity for the proposed constructs of the measurement appears to be adequate.
Discriminant Validity for the Measurement Model.
Note. The items on the diagonal represent the square roots of the average variance extracted; off-diagonal elements are the correlation estimates. GE = game expertise; PE = perceived enjoyment; PU = perceived usefulness; SA =Satisfaction; BI = behavioral intention.
Results
Structural Model
Model Fit Indices.
Note. CFI = Comparative Fit Index; TLI = Tucker-Lewis Index; RMSEA = Root-Mean-Square Error of Approximation; RMR = Root-Mean-Square Residual.
Hypothesis Testing
Figure 3 shows the results of path coefficients of the proposed research model. Consistent with Hypotheses 1, 2, and 3 of attitudinal perceptions, perceived enjoyment to satisfaction (0.603) and to perceived usefulness (0.553), and perceived usefulness to satisfaction (0.362) are statistically significant. Game scores to satisfaction (0.077) and to recall of content (0.147), and then satisfaction to recall test score (0.116) are also statistically significant although the magnitude of effects are different. Game scores are more likely to influence on recall of content, rather than satisfaction. These results support Hypotheses 4, 5, and 6 of the relationship between attitudinal perceptions and cognitive achievements. For the relationship among satisfaction, recall of content, and behavioral intention, satisfaction affects behavioral intention with 0.526, but recall of content does not influence behavioral intention. Thus, the Hypothesis 7 is supported, but the Hypothesis 8 is not supported. Finally, game expertise is significantly related only to perceived usefulness with 0.176, but it is not related to perceived enjoyment and game scores. Thus, the result supports only Hypothesis 10, but not Hypotheses 9 and 11.
Path coefficients of the research model. *p < .05, **p < .001.
Discussion and Conclusion
This study aimed to determine how attitudinal and cognitive factors contribute to the success of a serious game. The results found that participants’ attitudinal perception and cognitive achievements were significantly related each other, and satisfaction was the key contributor to both recall test score and intention to recycling behavior. However, the cognitive achievement (i.e., recall test scores) did not directly affect the intention to recycling behavior.
Consistent with previous TAM studies, our model demonstrated that perceived enjoyment and usefulness were significant determinants of learners’ satisfaction toward the serious game. In other words, learners who feel that the serious game is enjoyable and useful are more likely to intend to recycle. Thus, learners should be motivated by entertaining gaming components (e.g., challenge, competition, or curiosity) and meaningful contents (Brom et al., 2010; Foster, 2008). Also, enjoyment perception also positively affected usefulness perception. It implies that learners will not perceive a game as a valuable learning tool if the game is not fun. Thus, entertaining components should take precedence over the others in serious game design.
In addition to the attitudinal factors, the findings indicated that game scores positively influenced recall test score and satisfaction as well. Game scores are a typical reward for better performance or progress in a game context (Yusoff et al., 2010). In the serious game in this study, users can receive higher game scores when they correctly identified recyclable or nonrecyclable items. With the gaming activity, they could practice the distinctions, so then they could easily recall the items that appeared in the game. Since the game score is a numerical representation of learners’ learning progress during a game (Kelle, Klemke, & Specht, 2013), the positive effect can be clearly expected. However, if a gaming activity is not associated with a learning goal, a positive connection may disappear. On the other hand, the significant correlation between game score and satisfaction shows that learners’ cognitive performance while playing a game makes a positive impact on their satisfaction with a serious game. Therefore, the results suggest that a scoring system should be carefully designed by considering users’ attitudinal and cognitive perspectives.
Furthermore, this study also affirms that satisfaction positively influenced both recall test score and behavioral intention. For example, motivation by playing a game can facilitate learning (Münz, Schumm, Wiesebrock, & Allgöwer, 2007). Because satisfaction reflects an increase in motivation to learn the content, recall test scores could be facilitated with the enhanced satisfaction (Sung & Mayer, 2012). The results support that attitude is a significant predictor of behavioral intention as illustrated in previous studies (Lai, 2009; Song & Zahedi, 2005; Tang & Chiang, 2010).
However, our study did not find support for the relationship between recall test score and behavioral intention. We conjecture that this finding is due to the type of learning outcome of the serious game. The recycling behavior can be categorized into affective domain rather than cognitive or psychomotor domain. So, the behavioral intention was more closely related with learners’ satisfaction levels indicating overall attitudinal judgment affected by the level of perceptions of the serious game as both entertaining and learning tools in this study.
Additionally, the results found that learner’s game expertise was significantly related to only perceived usefulness. Experienced game players seem to have a better understanding of the benefits of serious games as a learning tool (Bourgonjon et al., 2010). However, their game expertise neither improved game performance nor affected their feeling of enjoyment. This finding does not support our hypothesis in which game expertise could make a serious game more fun or make players achieve higher scores. We assume that it occurred because the serious game was simple to play and contents were mainly learning focused, unlike typical video games. Participants might have conceived commercial games when they were asked to indicate their game experience levels, and the term serious game was potentially new to them. For example, some regular game players might have less experience of playing educational games with specific learning goals. It can be concluded that game expertise does not have strong impact on the success of serious games.
This study proposes a new conceptual model that shows how attitudinal and cognitive constructs influence the goal of a serious game. Since few prior research have explored the simultaneous relationships among the satisfaction toward the serious game, the cognitive outcome, and the behavior goal, the model could be a basis to explore what component is significant in accelerating learning in a serious game. Satisfaction was a critical factor in achieving the learning goal (behavioral intention) as well as enhancing recall of the learning content. Also, the determinants of satisfaction were perceived enjoyment and game score. The interrelated constructs in our model imply that serious game design should balance learning and entertainment. The design principle can be called learning-driven game design (van Staalduinen & de Freitas, 2011). If a game is well designed for enjoyment but does not link to instructional objectives, learners will not learn desired content. On the other hand, if a game is learning oriented but does not incorporate sound game design, learners will not be motivated or engaged (Bergeld, 2010; Kenny & Gunter, 2007). Specifically, we suggest that a scoring system should be designed to enhance learners’ positive attitudes and learning outcomes.
When users play a game, they always try to get higher score or level. This is a key attribute of a game (i.e., challenge) to engage players. On the other hand, since a serious game delivers educational content, game scores represents how well learners understand the content (Kelle et al., 2013). Therefore, a scoring system should accurately measure what learners have learned and effectively motivate learners to achieve higher scores. The gaming strategy and instructional strategy should be integrated into a serious game design. For example, just-in-time feedback (e.g., constructive feedback) could be provided to reflect gained knowledge or correct learners’ mistakes. Personalized learning strategy can be implemented by providing learners with a slightly higher level of the individual’s current competence level (Yusoff et al., 2010).
This study has a number of limitations due to the nature of empirical research. First, our findings may be limited to a serious game to improve players’ attitudes and actual behaviors. Other serious games may focus on providing information learners should comprehend, such as foreign language or scientific knowledge. Thus, future research can explore different types of serious games with learning purposes in a cognitive domain. Second, the game used in this study was simple to play in that learners were supposed to remove goods that did not have a transistor from a belt for recycling. Future research can use more complex games, such as simulation, to examine the relationships among constructs proposed in this study. Third, we collected the game scores from participants after playing the game, and the change of individual’s scores was not archived. The log data of game scores would provide another aspect to investigate the role of prior knowledge in a serious game and the potential to implement personalized learning. Last, the participants’ prior knowledge about recycling items was not collected. The difference of pre- and posttest scores can be used as a cognitive achievement in a further study.
Prior to this study, there was a lack of information about the roles learners’ attitudinal perception and cognitive achievement complementally play in improving learning outcomes in a serious game. To address this deficiency, we developed a new conceptual model to investigate the factors contributing to behavioral intention with a serious game The Transistor. Our study indicated that both learners’ perceptions and game score shape their satisfaction and the satisfaction then influences their recall test scores and recycling intention. The reciprocal relationships between two constructs imply that entertaining and instructional components should be considered together in the systematic complementary way in a serious game design. So, we would not have such serious games with useful information which are boring or not fun; or such fun games which do not deliver learning content effectively.
Footnotes
Appendix: Measurement Items
| Variables | Items | References |
|---|---|---|
| Game Expertise (GE) | GE1: I think that I am competent for any game I will play. GE2: I think that I am expert in playing any game. GE3: I feel comfortable with any game I will play. | Griffin, Babin, and Attaway (1996), Netemeyer and Bearden (1992), Tripp, Jensen, and Carlson (1994) |
| Perceived Enjoyment (PE) | PE1: It was pleasant to play this game for fun. PE2: Playing this game was interesting to me. PE3: I like playing this game for entertainment. PE4: Playing this game was enjoyable to me. | Chen and Wells (1999), Pecheux and Derbaix (1999), Roehm and Sternthal (2001) |
| Perceived Usefulness (PU) | PU1: I think that this game can provide people with useful knowledge. PU2: I think that this game can be an appropriate learning tool. PU3: I think that people can learn through playing this game. PU4: I think that people can gain useful information through playing this game. | Chen and Wells (1999), Pecheux and Derbaix (1999), Roehm and Sternthal (2001) |
| Satisfaction (SA) | SA1: All things considered, I am very satisfied with this game. SA2: All things considered, I am very pleased with this game. SA3: All things considered, I am delighted with this game. SA4: All things considered, I will definitely recommend this game to my colleagues. SA5: Overall, my interaction with this game is very satisfying. | Arnould and Price (1993), Keaveney and Parthasarathy (2001), Price, Arnould, and Tierney (1995) |
| Behavioral Intention (BI) | BI1: I intend to recycle items with transistors. BI2: I predict that I would recycle items with transistors. BI3: I plan to recycle items with transistors. BI4: I expect to recycle items with transistors. | Cronin, Brady, and Hult (2000), Jones, Mothersbaugh, and Beatty (2000) |
Acknowledgments
The authors wish to acknowledge the helpful comments from anonymous reviewers.
Declaration of Conflicting Interests
The authors declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.
Funding
The authors received no financial support for the research, authorship, and/or publication of this article.
