TY - GEN
T1 - TWO YEARS ON, BENCHMARKING OF USABILITY AND USER EXPERIENCE
T2 - 2025 International Conference on Digital Transformation and Innovation Management, DTIM 2025 and of the International Conference on ICT, Society and Human Beings, ICT 2025
AU - Chan, Victor K.Y.
N1 - Publisher Copyright:
Copyright 2025 IADIS Press. All rights reserved.
PY - 2025
Y1 - 2025
N2 - Electronic gaming machines (EGMs), which emulated mechanical slot machines, were basically the first category of electronic gambling equipment ever at casinos and thus have epitomize such equipment. Admittedly, usability and user experience evaluation of EGMs, as information systems, can often be regarded as a baseline against which analogous evaluation of other less dated electronic gambling equipment, also as information systems, can be benchmarked. Another commonplace category of electronic gambling equipment is electronic table games (ETGs), which are electronic versions of myriad standardized, traditional table games and are considered as a newer generation of equipment than EGMs. Both these EGMs and ETGs play a substantive role in the digital transformation of the casino industry. This article dwells on not only benchmarking gamblers’/users’ perceived usability of and user experience with ETGs against those of and with EGMs but also comparing such benchmarking in late 2022 with that in late 2024 in order to track the evolution of such benchmarking over the two years of casinos’ digital transformation in between. Upon operationalizing the major constructs of the technology acceptance model (TAM) and the extended unified theory of acceptance and use of technology (UTAUT2) as well as the additional construct “trust” as per the mainstream literature, gamblers’/users’ perceived usability of and user experience with ETGs and EGMs were gauged by such constructs as “perceived ease of use,” “perceived usefulness,” “perceived risk,” “attitude,” “social influence,” “innovativeness,” “stress to use a technology,” and “trust.” These constructs of ETGs and EGMs were rated in a questionnaire survey in Macao by n = 693 respondents in late 2022 and n = 179 in late 2024. A paired-samples t-test was conducted to contrast ETGs’ and EGMs’ construct scores of each construct derived from the ratings. reviewed It was found that mitigation or prevention of gamblers’/users’ “perceived risk” was the only construct for which ETGs’ mean construct score outperformed vis-à-vis EGMs’ in both 2022 and 2024 (p < 0.01). Also, for the construct of “attitude” toward ETGs versus EGMs, ETGs’ mean construct score surpassed EGMs’ solely in 2022 (p < 0.05) but not any more in 2024. Additionally, for the construct of mitigation of “stress” to use ETGs versus EGMs, ETGs’ mean construct score underperformed vis-à-vis EGMs’ solely in 2024 (p < 0.05) but not any earlier in 2022. Furthermore, the mitigation or prevention of gamblers’/users’ “perceived risk” was the only construct for which ETGs’ versus EGMs’ construct score in 2024 improved with respect to that in 2022 (p < 0.01). The overall implication was that there were drift and evolution of gamblers’/users’ perceived usability of and user experience with ETGs versus EGMs over the two years between 2022 and 2024. This article advises that further research be undertaken to investigate the underlying reason for the above drift and evolution.
AB - Electronic gaming machines (EGMs), which emulated mechanical slot machines, were basically the first category of electronic gambling equipment ever at casinos and thus have epitomize such equipment. Admittedly, usability and user experience evaluation of EGMs, as information systems, can often be regarded as a baseline against which analogous evaluation of other less dated electronic gambling equipment, also as information systems, can be benchmarked. Another commonplace category of electronic gambling equipment is electronic table games (ETGs), which are electronic versions of myriad standardized, traditional table games and are considered as a newer generation of equipment than EGMs. Both these EGMs and ETGs play a substantive role in the digital transformation of the casino industry. This article dwells on not only benchmarking gamblers’/users’ perceived usability of and user experience with ETGs against those of and with EGMs but also comparing such benchmarking in late 2022 with that in late 2024 in order to track the evolution of such benchmarking over the two years of casinos’ digital transformation in between. Upon operationalizing the major constructs of the technology acceptance model (TAM) and the extended unified theory of acceptance and use of technology (UTAUT2) as well as the additional construct “trust” as per the mainstream literature, gamblers’/users’ perceived usability of and user experience with ETGs and EGMs were gauged by such constructs as “perceived ease of use,” “perceived usefulness,” “perceived risk,” “attitude,” “social influence,” “innovativeness,” “stress to use a technology,” and “trust.” These constructs of ETGs and EGMs were rated in a questionnaire survey in Macao by n = 693 respondents in late 2022 and n = 179 in late 2024. A paired-samples t-test was conducted to contrast ETGs’ and EGMs’ construct scores of each construct derived from the ratings. reviewed It was found that mitigation or prevention of gamblers’/users’ “perceived risk” was the only construct for which ETGs’ mean construct score outperformed vis-à-vis EGMs’ in both 2022 and 2024 (p < 0.01). Also, for the construct of “attitude” toward ETGs versus EGMs, ETGs’ mean construct score surpassed EGMs’ solely in 2022 (p < 0.05) but not any more in 2024. Additionally, for the construct of mitigation of “stress” to use ETGs versus EGMs, ETGs’ mean construct score underperformed vis-à-vis EGMs’ solely in 2024 (p < 0.05) but not any earlier in 2022. Furthermore, the mitigation or prevention of gamblers’/users’ “perceived risk” was the only construct for which ETGs’ versus EGMs’ construct score in 2024 improved with respect to that in 2022 (p < 0.01). The overall implication was that there were drift and evolution of gamblers’/users’ perceived usability of and user experience with ETGs versus EGMs over the two years between 2022 and 2024. This article advises that further research be undertaken to investigate the underlying reason for the above drift and evolution.
KW - Benchmarking
KW - Digital Transformation
KW - Electronic Gaming Machines
KW - Electronic Table Games
KW - Usability
KW - User Experience
UR - https://www.scopus.com/pages/publications/105022130568
M3 - Conference contribution
AN - SCOPUS:105022130568
T3 - Proceedings of the International Conferences on Digital Transformation and Innovation Management 2025 and ICT, Society and Human Beings 2025 - part of the Multi Conference on Computer Science and Information Systems 2025
SP - 103
EP - 110
BT - Proceedings of the International Conferences on Digital Transformation and Innovation Management 2025 and ICT, Society and Human Beings 2025 - part of the Multi Conference on Computer Science and Information Systems 2025
A2 - Isaias, Pedro
A2 - Miranda, Paula
A2 - Kommers, Piet
A2 - Rodrigues, Luis
PB - IADIS
Y2 - 23 July 2025 through 25 July 2025
ER -