Critical Factors Influencing the Adoption of Mobile Games in African Students: Case of an Extended Technology Acceptance Model
Article Number: e2025546 | Available Online: November 2025 | DOI: 10.22521/edupij.2025.19.546
Aderonke A Oni , David Ajayi , Oluwarotimi A Randle
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Abstract
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Background/purpose. Although the adoption of mobile games among African students has increased significantly, the factors that influence this adoption have not been fully explored. The goal is to understand mobile gaming adoption in Africa by examining both psychological and external factors. Materials/methods. This study explored the key factors that influence mobile game adoption using an extended Technology Acceptance Model, incorporating intrinsic motivation, perceived usefulness, and perceived ease of use. This study examined how students’ perceptions of mobile games and their intention to use them are influenced by competence, relatedness, and control. The study employed a quantitative design to collect data from 350 students at a private Nigerian university using a structured questionnaire. Structural equation modeling was used for data analysis. Results. The findings indicated that perceived usefulness and ease of use were significantly enhanced by competency and control, highlighting the role of intrinsic motivation in mobile gaming adoption. Relatedness did not significantly affect perceived ease of use, suggesting that social interactions have a limited influence on adoption. Perceived usefulness and ease of use strongly affected intention to use mobile games, but economic constraints, inadequate infrastructure, and cultural perceptions of gaming hindered actual usage. |
Conclusion. These findings show the importance of game developers creating more accessible gaming experiences and policymakers improving digital infrastructure and integrating mobile games into learning. This study enhances understanding of mobile gaming adoption in Africa, emphasizing the significance of both psychological and external factors in shaping adoption behaviors.
Keywords: Mobile game adoption, extended technology acceptance model, intrinsic motivation, perceived usefulness, self-determination theory
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