Aim/Purpose This study investigated a model of mobile esports acceptance among urban citizens based on an extended Technology Acceptance Model (TAM). Background Currently, esports are increasingly popular and in deman...
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Aim/Purpose This study investigated a model of mobile esports acceptance among urban citizens based on an extended Technology Acceptance Model (TAM). Background Currently, esports are increasingly popular and in demand by the public. Supported by the widespread development of mobile devices, it has become an interactive market trend to play games in a new model, mobile esports. Methodology This study collected data from 400 respondents and analyzed it using partial least squares-structural equation modeling (PLS-SEM). Contribution This study addresses two research gaps. The first gap is limited esports information systems studies, particularly in mobile esports acceptance studies. The second gap is limited exploration of external variables in online gaming acceptance studies. Thus, this study proposed a TAM extended model by integrating the TAM native variables with other external variables such as visual appeal, enjoyment, social interaction, and competition to explore mobile esports acceptance by urban citizens. Findings Nine hypotheses were accepted, and four were rejected. The visual appeal did not affect the acceptance. Meanwhile, social interaction and enjoyment significantly affected both perceived ease of use and usefulness. However, perceived ease of use surprisingly had an insignificant effect on attitude toward using mobile esports. Moreover, competition significantly affected the acceptance, particularly on perceived usefulness. Recommendations Fresh and innovative features, such as new game items or themes, should be frefor Practitioners quently introduced to enhance players’ continued enjoyment. Moreover, mobile esports providers should offer a solid platform to excite players’ interactions to increase the likelihood that users feel content. On the other hand, the national sports ministry/agency or responsible authorities should organize many esports competitions, big or small, to search for new talents. Recommendations Visual appeal in this study did
Universities can employ information technology as one means of achieving their goals and objectives. Universities can get advantages from information technology, such as effective resource management and information m...
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This empirical study involved volunteers who played a game featuring NPCs specially developed for the research. The research investigated the influence and behaviour of NPC appearance on some factors regarding the pla...
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With the development of narcotics problems that continue to increase, the Indonesian Government responds through the Badan Narkotika Nasional (BNN) with data showing the condition of narcotics tends to grow every year...
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ISBN:
(数字)9798331506490
ISBN:
(纸本)9798331506506
With the development of narcotics problems that continue to increase, the Indonesian Government responds through the Badan Narkotika Nasional (BNN) with data showing the condition of narcotics tends to grow every year and is followed by the number of assets of money laundering (ML) crimes against narcotics cases. One of the banks in Indonesia as a reporting party for suspicious financial transactions (SFT) has obstacles in detecting narcotics ML due to complex and rarely found patterns. Some previous studies conducted experiments using Convolutional Neural Network (CNN), Extreme Gradient Boosting (XGBoost), and even a combination of both into Convolutional Extreme Gradient Boosting (ConvXGB), and improved model performance in several datasets. This paper designs a model using the ConvXGB algorithm by adopting the CNN architecture, LeNet-5, by applying several convolution layers and pooling layers as a baseline model for feature learning, and the XGBoost as feature classification. Three phases of research are the preprocessing phase by collecting data, transforming data, balancing data with a hybrid sampling technique, splitting data, and scaling data, followed by the implementation phase by creating a ConvXGB model, training and testing the model, then finally the evaluation phase by analyzing results and hyperparameter tuning. The dataset used is SFT from the bank during 2023. This ConvXGB has three convolution layers, a pooling layer, and a flattened layer. The performance test results are the accuracy value and F1-Score value of 99.11% each after hyperparameter tuning. By performing a hybrid model, the model performance results are better.
The background of this research is the condition of the covid-19 pandemic which has an impact on online ticket sales. Meanwhile, when future of covid-19 pandemic is starting to become clearer, we are going to have a l...
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In this paper, we aim to reduce the number of nodes from Graph Neural Networks (GNNs), thereby simplifying models and reducing computational costs. GNNs are highly effective for various tasks, such as prediction, clas...
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Sign language is the most commonly used communication medium for people who are deaf and mute. By using body movements, they can convey meaning through visual cues, not vocal cues. This type of language is learned alm...
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Crop Yield Analysis and Prediction is a fast-expanding discipline that is critical for optimizing agricultural methods. A lack of trustworthy data is one of the challenges in estimating crop yields. We develop predict...
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Incremental dataflow analysis is a conventional technique adopted in syntax-directed editors, popularly used in Integrated Development Environments (IDEs). However, dataflow anomaly detection during program editing in...
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The process of digital transformation is part of the 4.0 industrial revolution. Through digital transformation, it is hoped that all processes inside an organization will function more efficiently. Internet technology...
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