TY - JOUR
T1 - Benchmarking of usability and user experience
T2 - 2023 International Conference on ENTERprise Information Systems, CENTERIS 2023 - International Conference on Project MANagement, ProjMAN 2023 - International Conference on Health and Social Care Information Systems and Technologies, HCist 2023
AU - Chan, Victor K.Y.
N1 - Publisher Copyright:
© 2024 The Author(s).
PY - 2024
Y1 - 2024
N2 - Electronic gaming machines (EGMs), emulating mechanical slot machines, were the first and most quintessential category of electronic gambling equipment at casinos. Usability and user experience evaluation of EGMs, as information systems, can often serve as a baseline against which comparable evaluation of other younger electronic gambling equipment, also as information systems, can be benchmarked. In contrast, electronic table games (ETGs), being electronic versions of standard, traditional table games, are usually regarded as comparatively new-fangled equipment vis-à-vis EGMs. This article focuses on benchmarking gamblers' perceived usability of and user experience with ETGs against EGMs. Adopting the major constructs of the extended unified theory of acceptance and use of technology (UTAUT2) along with the additional construct "trust"and operationalizing these constructs in accordance with the literature, such constructs as "perceived ease of use", "perceived usefulness", "perceived risk", "attitude", "social influence", "innovativeness", "stress to use a technology"and "trust"in respect of ETGs' and EGMs' perceived usability and user experience were rated by n = 694 respondents in a questionnaire survey conducted in late 2022 in Macao. Paired-samples t-tests were applied to each constructs' ratings of ETGs and EGMs. It was found that of all these constructs, only the population mean differences in the ratings of constructs "perceived risk"and "attitude"between ETGs and EGMs were greater than zero. The implication is that among the various perspectives of perceived usability and user experience, only the risk prevention of and the attitude towards existing ETGs' designs outperform the counterparts of existing EGM's designs, which can often be treated as the baseline for such benchmarking. This article also purports to a speculative reason for such findings. In conclusion, not only are much younger ETGs by no means trounced by long-standing EGMs in terms of gamblers' perceived usability and user experience but also ETGs have also surpassed EGMs in the perspectives of risk prevention and the attitude towards such electronic gambling equipment. This article advises that further research be undertaken to investigate the underlying reason for the above findings, especially, whether the speculative reason proposed in this article is true.
AB - Electronic gaming machines (EGMs), emulating mechanical slot machines, were the first and most quintessential category of electronic gambling equipment at casinos. Usability and user experience evaluation of EGMs, as information systems, can often serve as a baseline against which comparable evaluation of other younger electronic gambling equipment, also as information systems, can be benchmarked. In contrast, electronic table games (ETGs), being electronic versions of standard, traditional table games, are usually regarded as comparatively new-fangled equipment vis-à-vis EGMs. This article focuses on benchmarking gamblers' perceived usability of and user experience with ETGs against EGMs. Adopting the major constructs of the extended unified theory of acceptance and use of technology (UTAUT2) along with the additional construct "trust"and operationalizing these constructs in accordance with the literature, such constructs as "perceived ease of use", "perceived usefulness", "perceived risk", "attitude", "social influence", "innovativeness", "stress to use a technology"and "trust"in respect of ETGs' and EGMs' perceived usability and user experience were rated by n = 694 respondents in a questionnaire survey conducted in late 2022 in Macao. Paired-samples t-tests were applied to each constructs' ratings of ETGs and EGMs. It was found that of all these constructs, only the population mean differences in the ratings of constructs "perceived risk"and "attitude"between ETGs and EGMs were greater than zero. The implication is that among the various perspectives of perceived usability and user experience, only the risk prevention of and the attitude towards existing ETGs' designs outperform the counterparts of existing EGM's designs, which can often be treated as the baseline for such benchmarking. This article also purports to a speculative reason for such findings. In conclusion, not only are much younger ETGs by no means trounced by long-standing EGMs in terms of gamblers' perceived usability and user experience but also ETGs have also surpassed EGMs in the perspectives of risk prevention and the attitude towards such electronic gambling equipment. This article advises that further research be undertaken to investigate the underlying reason for the above findings, especially, whether the speculative reason proposed in this article is true.
KW - benchmarking
KW - casinos
KW - electronic gaming machines
KW - electronic table games
KW - information systems
KW - Usability
KW - user experience
UR - http://www.scopus.com/inward/record.url?scp=85201289279&partnerID=8YFLogxK
U2 - 10.1016/j.procs.2024.06.244
DO - 10.1016/j.procs.2024.06.244
M3 - Conference article
AN - SCOPUS:85201289279
SN - 1877-0509
VL - 239
SP - 852
EP - 859
JO - Procedia Computer Science
JF - Procedia Computer Science
Y2 - 8 November 2023 through 10 November 2023
ER -