Authors: Tung-Lin Chuang; Chung-Ho Su
Addresses: Department of Digital Game and Animation Design, Taipei College of Maritime Technology, No. 150, Sec. 3, Binhai Rd., Danshuei Dist., New Taipei City 251, Taiwan ' Department of Animation and Game Design, Shu-Te University, No. 59, Hengshan Rd., Yanchao Dist., Kaohsiung City 82445, Taiwan
Abstract: Online games have emerged as an important and interesting research area in a variety of academic and official settings. This study adopts ethnographic decision tree modelling (EDTM) which here integrates qualitative and quantitative paradigms to model the decision-making process of whether or not to play online games by male undergraduate students. The model is built based on qualitative data gathered through in-depth interviews of 29 respondents, where 18 criteria for playing online games are elicited. The model is tested using qualitative and quantitative data from interviews, and a structured questionnaire involving 241 respondents. The predictability of the model is 90.04%. Armed with the results, this study provides online game industries an understanding of the decision-making process of male undergraduate players in Taiwan, and reveals methodology and theory standpoints for the researchers with similar interests.
Keywords: online games; qualitative paradigm; quantitative paradigm; ethnographic decision tree; modelling; EDTM; ethnography; decision making process; male undergraduate students; Taiwan; decision to play; playing intention.
International Journal of Electronic Business, 2013 Vol.10 No.4, pp.315 - 330
Received: 08 May 2021
Accepted: 12 May 2021
Published online: 21 Aug 2013 *