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Table 4 Validity analysis results of the Behavioral Intention factor only revised TAM questionnaire

From: The effectiveness of using in-game cards as reward

Item Factor 1
Factor 1: behavioral intention
 B7: I would like to use systems similar to the TCG. 0.893
 B6: I would like to introduce the TCG to others to play the game. 0.887
 B8: If my friends are playing the TCG, I also like to play. 0.866
 B5: I would like to keep playing the TCG. 0.856
 B3: I would like to play the TCG even the teacher didn’t ask me to play it. 0.797
 B9: If I see other players are in the match, I would also like to join the match. 0.790
 B2: I would like to play the TCG even I am at home. 0.787
 B1: After playing the TCG, I would like to collect cards in the game. 0.681
 B4: I would like to get cards in the TCG as rewards from teachers 0.637
 B10: If I see other players are in the match, I would like to watch the match. 0.592
Eigenvalue 6.166
% of variance 61.658
Overall α = 0.925, total variance explained is 61.658%