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An empirical study on the adoption of blockchain-based games from users’ perspectives
Örebro University, Örebro University School of Business. Department of Informatics.ORCID iD: 0000-0002-3722-6797
School of Business Administration, Zhongnan University of Economics and Law, Wuhan, China.
2021 (English)In: Electronic library, ISSN 0264-0473, E-ISSN 1758-616X, Vol. 39, no 4, p. 596-614Article in journal (Refereed) Published
Abstract [en]

Purpose: The purpose of the research is to investigate users’ adoption of blockchain-based games in China.

Design/methodology/approach: This research applied existing technology diffusion theories to develop a research model to examine users’ adoption of blockchain-based games. As a result, a research model with nine research hypotheses was developed. The developed research model was empirically tested using data collected from a survey of 210 blockchain-based games users. Structural equation modeling was applied to analyse the collected data.

Findings: The results indicated that seven of nine research hypotheses were supported. It was found that trust, perceived usefulness, perceived enjoyment and perceived ease of use were key determinants for users’ behavioural intention to use blockchain-based games. The most influential relationship in the research model appeared to be the effect of perceived usefulness on users’ behavioural intention to use blockchain-based games. However, subjective norms did not have significant positive impacts on users’ behavioural intention to use blockchain-based games.

Practical implications: The regulatory support from governmental authorities is essential to provide additional legal certainty to build users’ trust in playing blockchain-based games. Blockchain-based games providers should arrange the training program targeted to the general users to enhance their understanding of the key features associated with blockchain-based games. Blockchain-based games developers should come up with good design solutions to maximize user enjoyment with blockchain-based games by considering additional entertainment elements.

Originality/value: To the best of the authors’ knowledge, this study is first of its kind in investigating the adoption of blockchain-based games from users’ perspectives. This study contributes to the existing literature on the adoption of blockchain technology.

Place, publisher, year, edition, pages
Emerald Group Publishing Limited, 2021. Vol. 39, no 4, p. 596-614
Keywords [en]
Technology adoption, TAM, Perceived enjoyment, Trust, Subjective norms, Blockchain technology, Blockchain-based games
National Category
Information Systems, Social aspects
Research subject
Informatics
Identifiers
URN: urn:nbn:se:oru:diva-95359DOI: 10.1108/el-01-2021-0009ISI: 000755640000006Scopus ID: 2-s2.0-85116895437OAI: oai:DiVA.org:oru-95359DiVA, id: diva2:1609661
Available from: 2021-11-09 Created: 2021-11-09 Last updated: 2022-02-25Bibliographically approved

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Gao, Shang

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