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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%

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