## 3 Literature Review
### Technology Acceptance Model  
Online mobile games are fun and enjoyment-based services, so _Ease of use_ will help to indicate how frequently one can play a online game. A high perceived ease of use (PEU) result means that it is easy to start playing online games, as well as easy to recognize the rule for that. Perceived usefulness (PU) is a central structure in the TAM model. Therefore, various innovations have been modified and enhanced [45]. This paper explains PU of players in the real-world, which experience online games. On the other hand, Perceived enjoyment (PE) is the degree to which a behavior is assumed to be pleasant and enjoyable without any effect [30]. It is an essential motive which refers to enjoyment and behavior of satisfaction [46]. In Reference [47], it is confirmed that PE has an important and optimistic effect on the attitude of online game players and their willingness to follow the online game's website. In addition, an analysis on the factors for online games related to the wireless networking world for Internet services is also accomplished. In Reference [48], it is found that the PE ought to be an attribute of gaming and perceptual enjoyment which should be taken into consideration in gaming research and practice. However, online gaming is indeed a cognitive process on the social media network. According to a previous study, flow was described as a holistic involvement while contributing in an action [49]. It has been used widely in such a variety of situations, such as sports, buying goods, mountain climbing, performing, and playing, due to the massive uncertainty and inter-dimensionality of the flow [50; 51]. In Reference [52], authors claimed that flow hasbeen determined by pleasure and determination. Therefore, that perceived behavioral control and challenges can forecast by flow. Reference [53] explained the four dimensions of flow, which was discussed in past research: focused control, power, fascination, and linguistic dissociation. Moreover, flow is based on curiosity in this review. Curiosity describes a situation where people remain excited about the method and attempt to gain technical skill while implementing action, which states that users are highly interested in use of the Internet, so that they can learn via existing and new knowledge, as well as information [54]. However, smartphone online games are not only for playing games; they also build competition and influence people to spend time with their friends. It also helps to retain the interest of players, which leads to the desire for replays.  
Therefore, we have formulated the necessary hypotheses:  
**Hypothesis 5. (H5)**_Perceived ease of use contributes a significant effect on perceived usefulness towards online game._  
**Hypothesis 6. (H6)**_Perceived enjoyment contributes a significant effect on perceived usefulness towards online games._  
**Hypothesis 7. (H7)**_Perceived enjoyment contributes a significant effect on flow towards online games._  
**Hypothesis 8. (H8)**_Perceived usefulness contributes a significant effect on attitude towards online games._  
**Hypothesis 9. (H9)**_Perceived enjoyment contributes a significant effect on attitude towards online games._  
**Hypothesis 10. (H10)**_Attitude contributes a significant effect on behavioral intention towards mobile games._  
**Hypothesis 11. (H11)**_Flow contributes a significant effect on behavioral intention towards online games._  
**Hypothesis 12. (H12)**_Perceived usefulness contributes a significant effect on behavioral intention towards online games._  
Based on the proposed hypothesis, a TAM-based model is designed and represented graphically in Figure 1. The main building blocks for the proposed system implemented are shown in Figure 2.  
Figure 1: Hypothesis-based TAM model.