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Consumer Acceptance of Cloud Computing Based Gaming

Bachelor’s Thesis in Informatics

Bachelor’s thesis within Informatics Author: Krenz, Hubert Terziyski, Stefan Virjee, Farzad Tutor: Jönköping May, 2011 Wolfram Webers

Bachelor’s Thesis in Informatics

Title: Author: Tutor: Date: Subject terms: model Consumer Acceptance of Cloud Computing Based Gaming Krenz, Hubert; Terziyski, Stefan; Virjee, Farzad; Wolfram Webers [2011-05-25] Cloud Computing, Cloud Gaming, Technology Acceptance

Abstract

Cloud computing is a set of technologies that provide efficient and effective usage of information technology resources. The application of cloud computing in games is a new market that is currently growing. Applying cloud computing to games results in a new gaming platform for the users, referred to as cloud gaming. This new platform has a set of different features that affect the user acceptance of this new platform.

Problem

There is a lack of understanding on how the users perceive cloud gaming. Investigating the factors that affect the users' acceptance of cloud gaming is crucial in determining the future of this new platform. A lack of awareness regarding these factors may lead to the users‟ rejecting the new technology.

Method

This is a research conducted through an inductive approach, using a survey as a research method, where the primary data comes from a structured interview. A descriptive study is conducted in order to obtain the full set of user-related features of cloud gaming. After that the technology acceptance model is utilized in order to find out the user perception of these features.

Conclusions

The research ends-up with an applied version of the technology acceptance model. The platform features that affect the user's decision-making process establish userrelated factors, which is their cognitive response to the new technology. These factors are: perceived quality, perceived availability of internet, perceived usefulness, perceived ease...