Stimulant Adoption of Mobile Game Services in Indonesia

Authors

  • Acai Sudirman Management Study Program, Sekolah Tinggi Ilmu Ekonomi Sultan Agung, Indonesia
  • Darwin Lie Management Study Program, Sekolah Tinggi Ilmu Ekonomi Sultan Agung, Indonesia
  • Nana Triapnita Nainggolan Management Study Program, Sekolah Tinggi Ilmu Ekonomi Sultan Agung, Indonesia
  • Sherly Sherly Management Study Program, Sekolah Tinggi Ilmu Ekonomi Sultan Agung, Indonesia
  • Martin Yehezkiel Sianipar Management Study Program, Sekolah Tinggi Ilmu Ekonomi Sultan Agung, Indonesia

DOI:

https://doi.org/10.31098/ijeass.v2i2.715

Keywords:

Mobile Game, Usage Intention, Game Service

Abstract

The rapid development of information technology corresponds to the development of humans who increasingly need technology to facilitate their business. Currently, in addition to business development, the development of mobile games has also experienced a significant increase in terms of the number of users. The increasingly rapid development of game enthusiasts has an impact on the behavior of generation Z and the millennial generation in choosing the quality of the games they want. The main objective of this research is to analyze the determinants of mobile game adoption among Generation Z and Millennials. The study tool was an online survey that was given to 210 participants, all of whom were Millennial and Generation Z players of mobile game services. The researchers then put the theory to the test by utilizing the Partial Least Square (PLS) type of structural equation modeling (SEM) and the SmartPLS version 3.0 program to examine it. The study's findings demonstrate that perceived enjoyment, perceived ease of use, and habit have a significant and positive impact on usage intention. The managerial implications of this research conclude that one of the biggest effects of playing games service is to make people happy. Of course they feel happy because when they play games, they don't feel the pressures of life. As if they are in another world that makes them the main character.

References

Ambarwati, R., Harja, Y. D., & Thamrin, S. (2020). The Role of Facilitating Conditions and User Habits: A Case of Indonesian Online Learning Platform. Journal of Asian Finance, Economics and Business, 7(10), 481–489. https://doi.org/10.13106/jafeb.2020.vol7.no10.481

Baabdullah, A. M. (2020). Factors Influencing Adoption of Mobile Social Network Games (M-SNGs): The Role of Awareness. Information Systems Frontiers, 22(2), 411–427. https://doi.org/10.1007/s10796-018-9868-1

Bhatiasevi, V. (2015). An Extended UTAUT Model To Explain The Adoption Of Mobile Banking. Information Development, 32(4), 799–814. https://doi.org/10.1177/0266666915570764

Buabeng-Andoh, C. (2021). Exploring University Students’ Intention To Use Mobile Learning: A Research Model Approach. Education and Information Technologies, 26(1), 241–256. https://doi.org/10.1007/s10639-020-10267-4

Chang, C. C., & Chen, P. Y. (2018). Analysis Of Critical Factors For Social Games Based On Extended Technology Acceptance Model: aA DEMATEL Approach. Behaviour and Information Technology, 37(8), 774–785. https://doi.org/10.1080/0144929X.2018.1480654

Chang, S. E., Shen, W. C., & Yeh, C. H. (2017). A Comparative Study Of User Intention To Recommend Content On Mobile Social Networks. Multimedia Tools and Applications, 76(4), 5399–5417. https://doi.org/10.1007/s11042-016-3966-1

Chawla, D., & Joshi, H. (2019). Consumer attitude and intention to adopt mobile wallet in India – An empirical study. International Journal of Bank Marketing, 37(7), 1590–1618. https://doi.org/10.1108/IJBM-09-2018-0256

Cheng, Y., Sharma, S., Sharma, P., & Kulathunga, K. M. M. C. B. (2020). Role Of Personalization In Continuous Use Intention Of Mobile News Apps In India: Extending The UTAUT2 Model. Information (Switzerland), 11(1), 1–23. https://doi.org/10.3390/info11010033

Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1989). User Acceptance of Computer Technology: A Comparison of Two Theoretical Models. Management Science, 35(8), 982–1003. https://doi.org/10.1287/mnsc.35.8.982

Ghalandari, K. (2012). The Effect of Performance Expectancy, Effort Expectancy, Social Influence and Facilitating Conditions on Acceptance of E-Banking Services in Iran: the Moderating Role of Age and Gender. Middle-East Journal of Scientific Research, 12(6), 801–807. https://doi.org/10.5829/idosi.mejsr.2012.12.6.2536

Ghozali, I. (2014). Structural Equation Modeling, Metode Alternatif dengan Partial Least Square (PLS). Badan Penerbit Universitas Diponegoro.

Gianto, K. C. (2020). Pengaruh Perceived Enjoyment Terhadap Continuous Use Intention Dan Purchase Intention for Virtual Goods Pada Game Pubg Mobile Di Kalangan Mahasiswa Universitas Kristen Petra. AGORA, 8(2), 2–9.

Gu, J. C., Lee, S. C., & Suh, Y. H. (2009). Determinants of behavioral intention to mobile banking. Expert Systems with Applications, 36(9), 11605–11616. https://doi.org/10.1016/j.eswa.2009.03.024

Ha, I., Yoon, Y., & Choi, M. (2007). Determinants Of Adoption Of Mobile Games Under Mobile Broadband Wireless Access Environment. Information and Management, 44(3), 276–286. https://doi.org/10.1016/j.im.2007.01.001

Halim, F., Efendi, Butarbutar, M., Malau, A. R., & Sudirman, A. (2020). Constituents Driving Interest in Using E-Wallets in Generation Z. Proceeding on International Conference of Science Management Art Research Technology, 1(1), 101–116. https://doi.org/10.31098/ic-smart.v1i1.32

Hamari, J., Hanner, N., & Koivisto, J. (2020). “Why Pay Premium In Freemium Services?” A Study On Perceived Value, Continued Use And Purchase Intentions In Free-To-Play Games. International Journal of Information Management, 51, 1–15. https://doi.org/10.1016/j.ijinfomgt.2019.102040

Hariyanti, A. O., Hidayatullah, S., & Prasetya, D. A. (2020). Analysis of the Acceptance and Use of Mobile Banking Services Using the Unified Theory of Acceptance and Use of Technology (Case Study of Bank Jatim Pasuruan Branch). Research Journal of Advanced Engineering and Science, 5(1), 254–262.

Ibrahim, R., Khalil, K., & Jaafar, A. (2011). Towards Educational Games Acceptance Model (EGAM): A Revised Unified Theory Of Acceptance And Use Of Technology (UTAUT). International Journal of Research and Reviews in Computer Science, 2(3), 839–847. http://scholar.google.com/scholar?hl=en&btnG=Search&q=intitle:Towards+Educational+Games+Acceptance+Model+(+EGAM+):+A+Revised+Unified+Theory+of+Acceptance+and+Use+of+Technology+(+UTAUT+)#0

Jang, Y., & Park, E. (2019). An Adoption Model For Virtual Reality Games: The Roles Of Presence And Enjoyment. Telematics and Informatics, 42(May), 101239. https://doi.org/10.1016/j.tele.2019.101239

Jarboe, G. R., & McDaniel, C. D. (1987). A Profile Of Browsers In Regional Shopping Malls. Journal of the Academy of Marketing Science, 15(1), 46–53. https://doi.org/10.1007/BF02721953

Jeon, H. M., Ali, F., & Lee, S. W. (2018). Determinants Of Consumers’ Intentions To Use Smartphones Apps For Flight Ticket Bookings. Service Industries Journal, 39(5–6), 385–402. https://doi.org/10.1080/02642069.2018.1437908

Juhri, K., & Dewi, C. K. (2017). Kepercayaan Dan Penerimaan Layanan Mobile Money T-Cash Di Bandung Dengan Pendekatan Technology Acceptance Model ( Tam ). Jurnal Pro Bisnis, 10(1), 36–51.

Kuo, Y. F., & Yen, S. N. (2009). Towards An Understanding Of The Behavioral Intention To Use 3G Mobile Value-Added Services. Computers in Human Behavior, 25(1), 103–110. https://doi.org/10.1016/j.chb.2008.07.007

Lancelot Miltgen, C., Popovi?, A., & Oliveira, T. (2013). Determinants of end-user acceptance of biometrics: Integrating the “big 3” of technology acceptance with privacy context. Decision Support Systems, 56(1), 103–114. https://doi.org/10.1016/j.dss.2013.05.010

Laumer, S., Eckhardt, A., & Weitzel, T. (20212). Online Gaming to Find a New Job – Examining Job Seekers’ Intention to Use Serious Games as a Self-Assessment Tool. German Journal of Research in Human Resource Management, 26(3), 99–116. https://doi.org/10.1688/1862-0000

Lee, S., & Quan, C. F. (2013). Factors Affecting Chinese Ubiquitous Game Service Usage Intention. International Journal of Mobile Communications, 11(2), 194–212. https://doi.org/10.1504/IJMC.2013.052641

Liang, T. P., & Yeh, Y. H. (2011). Effect Of Use Contexts On The Continuous Use Of Mobile Services: The Case Of Mobile Games. Personal and Ubiquitous Computing, 15(2), 187–196. https://doi.org/10.1007/s00779-010-0300-1

Liao, G. Y., Tseng, F. C., Cheng, T. C. E., & Teng, C. I. (2020). Impact Of Gaming Habits On Motivation To Attain Gaming Goals, Perceived Price Fairness, And Online Gamer Loyalty: Perspective Of Consistency Principle. Telematics and Informatics, 49(September 2019), 101367. https://doi.org/10.1016/j.tele.2020.101367

Linares, M., Dolores Gallego, M., & Bueno, S. (2021). Proposing A Tam-Sdt-Based Model To Examine The User Acceptance Of Massively Multiplayer Online Games. International Journal of Environmental Research and Public Health, 18(7). https://doi.org/10.3390/ijerph18073687

Nikolopoulou, K., Gialamas, V., & Lavidas, K. (2020). Acceptance Of Mobile Phone By University Students For Their Studies: An Investigation Applying UTAUT2 Model. Education and Information Technologies, 1(1), 1–17. https://doi.org/10.1007/s10639-020-10157-9

Pitchayadejanant, K. (2011). Intention to use of Smart phone in Bangkok Extended UTAUT Model by Perceived Value. International Conference on Management, 160–172.

Purwanto, E., & Loisa, J. (2020). The Intention And Use Behaviour Of The Mobile Banking System In Indonesia: UTAUT Model. Technology Reports of Kansai University, 62(6), 2757–2767.

Rajalie, J., & Briliana, V. (2014). Pengaruh Trust, Perceived Usefulness, Satisfaction Dan Perceived Enjoyment Terhadap Online Repurchase Intention. Jurnal Bisnis Dan Akuntansi, 16(1), 1–9. http://jurnaltsm.id/index.php/JBA/article/view/92

Ramírez-Correa, P., Rondán-Cataluña, F. J., Arenas-Gaitán, J., & Martín-Velicia, F. (2019). Analysing The Acceptation Of Online Games In Mobile Devices: An Application of UTAUT2. Journal of Retailing and Consumer Services, 50(December 2018), 85–93. https://doi.org/10.1016/j.jretconser.2019.04.018

Rebar, A. L., Gardner, B., & Verplanken, B. (2020). Habit in Exercise Behavior. Handbook of Sport Psychology, 2, 986–998. https://doi.org/10.1002/9781119568124.ch48

Si, H., Shi, J. gang, Tang, D., Wu, G., & Lan, J. (2020). Understanding Intention And Behavior Toward Sustainable Usage Of Bike Sharing By Extending The Theory Of Planned Behavior. Resources, Conservation and Recycling, 152(March 2019), 104513. https://doi.org/10.1016/j.resconrec.2019.104513

Teo, T. (2011). Factors Influencing Teachers’ Intention To Use Technology: Model Development And Test. Computers and Education, 57(4), 2432–2440. https://doi.org/10.1016/j.compedu.2011.06.008

Venkatesh, V., Thong, James, Y. L., & Xu, X. (2012). Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology. MIS Quarterly, 36(1), 157–178. https://doi.org/10.1109/MWSYM.2015.7167037

Wan, L., Xie, S., & Shu, A. (2020). Toward an Understanding of University Students’ Continued Intention to Use MOOCs: When UTAUT Model Meets TTF Model. SAGE Open, 10(3). https://doi.org/10.1177/2158244020941858

Wan, W. W. N., Luk, C. L., Fam, K. S., Wu, P., & Chow, C. W. C. (2012). Understanding the Acceptance of Mobile SMS Advertising among Young Chinese Consumers. Psychology & Marketing, 29(5), 365–377. https://doi.org/10.1002/mar

Wang, H., Tao, D., Yu, N., & Qu, X. (2020). Understanding Consumer Acceptance Of Healthcare Wearable Devices: An Integrated Model of UTAUT and TTF. International Journal of Medical Informatics, 139(October 2019). https://doi.org/10.1016/j.ijmedinf.2020.104156

Wang, Y. Y., Wang, Y. S., & Jian, S. E. (2019). Investigating the Determinants of Students’ Intention to Use Business Simulation Games. Journal of Educational Computing Research, 58(2), 433–458. https://doi.org/10.1177/0735633119865047

Welly, Y., Supitriyani, S., Yusnaini, Y., & Sudirman, A. (2020). Factors of Using Non-Cash Payments to the Consumption Level of Students in Pematangsiantar City. Jurnal Bisnis Dan Manajemen, 7(1), 61–68. https://doi.org/10.26905/jbm.v7i1.4041

Yamin, M., & Lee, Y. (2010). Level of acceptance and factors influencing students’ intention to use UCSI University’s e-mail system. International Conference on User Science Engineering, May 2009, 26–31. https://doi.org/10.1109/IUSER.2010.5716717

Zhou, T. (2008). Exploring Mobile User Acceptance Based on UTAUT and Contextual Offering. Proceedings of the International Symposium on Electronic Commerce and Security, ISECS 2008, 1(1), 241–245. https://doi.org/10.1109/ISECS.2008.10

Zhou, T. (2011). Examining The Critical Success Factors Of Mobile Website Adoption. Online Information Review, 35(4), 636–652. https://doi.org/10.1108/14684521111161972

Downloads

Published

2022-12-28

How to Cite

Sudirman, A. ., Lie, D., Nainggolan, N. T., Sherly, S., & Sianipar, M. Y. (2022). Stimulant Adoption of Mobile Game Services in Indonesia. International Journal of Entrepreneurship and Sustainability Studies, 2(2), 20–28. https://doi.org/10.31098/ijeass.v2i2.715

Issue

Section

Corrected Articles