PENGARUH FLOW EXPERIENCE, PERCEIVED ENJOYMENT, PERFORMANCE EXPECTANCY, EFFORT EXPECTANCY, SOCIAL INFLUENCE, DAN FACILITATING CONDITIONS TERHADAP BEHAVIORAL INTENTION PEMAIN MOBILE GAME KOTA KITA
DOI:
https://doi.org/10.31334/abiwara.v2i2.772Keywords:
mobile game, behavioral intention, business strategyAbstract
The study aims to construct findings of impact between the flow experience, perceived enjoyment, performance expectancy, effort expectancy, social influence, and facilitating conditions toward the behavioral intention of Kota Kita mobile game players. For this study we applies a quantitative research methodology with non-probability sampling techniques. Using number of samples as many as 100 people of Kota Kita mobile game players in Indonesia. This study also employs descriptive analysis techniques and multiple linear regression for analysis purpose.
The partial hypothesis test results show there is no significant effect between flow experience, performance expectancy, and effort expectancy on behavioral intention. Meanwhile, there is a significant effect between perceived enjoyment, social influence, and facilitating conditions toward behavioral intention on Kota Kita players. Furthermore, based on the results of the f test show that simultaneously, there is an effect between flow experience, perceived enjoyment, performance expectancy, effort expectancy, social influence, and facilitating conditions toward behavioral intention on Kota Kita players.
References
Alraja, Mansour Nasir. (2016). The Effect Of Social Influence And Facilitating Conditions On E-Government Acceptance From The Individual Employees’ Perspective. Polish Journal of Management Studies. Vol. 14, No. 2.
Baabdullah, Abdullah Mohammed. (2018). Factors Influencing Adoption of Mobile Social Network Games (M-SNGs): The Role of Awareness. Vol. Springer information systems frontiers.Vol. 21, No. 100.
Baron, Sean. (2012). Cognitive Flow: The Psychology of Great Game Design di https://www.gamasutra.com/view/feature/166972/cognitive_flow_the_psychology_of_.php (diakses pada 8 Februari 2019).
Chen, Hui, Wenge Rong, Xiaoyang Ma, Yue Qu, dan Zhan Xiong. (2016). An Extended Technology Acceptance Model for Mobile Social Gaming Service Popularity Analysis. Hindawi Mobile Information Systems. Vol. 2017.
Chen, Jenova. (2018). Design Flow in Games di http://jenovachen.info/design-flow (diakses pada 18 September 2019).
Chinomona, Richard. (2013). Mobile Gaming Perceived Enjoyment and Ease of Play as Predictors of Student Attitude and Mobile Gaming Continuance Intention. Emerald Information Technology & People. Vol. 29, No. 1.
DÃaz, Ramón. (2018). The “Flow†state’s influence during game design process di https://medium.com/@raydaz/the-applications-relevance-of-flow-state-design-in-video-games-1572dac0d2c (diakses pada 18 September 2019).
Harboth, David dan Sebastian Pape. (2017). Exploring the Hype: Investigating Technology Acceptance Factors of Pokémon Go. IEEE International Symposium on Mixed and Augmented Reality.
Harmanto, Lintang Sukma. (2019). Analisis Implementasi Penggunaan Aplikasi Layanan Aspirasi Dan Pengaduan Online Rakyat (Lapor) Dengan Pendekatan Model Modifikasi UTAUT Pada Masyarakat Kota Bandung. Fakultas Ekonomi dan Bisnis Universitas Telkom, Bandung.
Harnadi, Bernardinus. (2017). An Investigation of the Adoption of Online Game Technologies in Indonesia. International Journal of Gaming and Computer-Mediated Simulations. Vol. 9, No. 1.
Hokroh, Mohammed dan Gill Green. (2019). Online Video Games Adoption: Toward an Online Game Adoption Mode. International Journal of Research in Business and Social Science. Vol. 8, No. 4.
Ibrahim, R., S. Masrom, R.C.M. Yusoff, N.M.M Zainuddin, dan Z. I. Rizman. (2017). Student Acceptance Of Educational Games In Higher Education. Journal of Fundamental and Applied Sciences. Vol.9
Jiang, Guoyin, Ling Peng, dan Ruoxi Liu. (2015). Mobile Game Adoption in China: the Role of TAM and PerceivedEntertainment, Cost, Similarity and Brand Trust. International Journal of Hybrid Information Technology. Vol. 8, No. 4.
Kaltum, Umi, Rizki Rimadina, dan Waode Zusnita. (2018). The Technology Acceptance Model for Playing Mobile Games in Indonesia. The 2018 International Conference of Organizational Innovation. Vol. 2018, Hal.1022-1034.
Kumar, K. Anil, Subhasree Natarajan dan Biswajit Acharjya. (2017). Understanding Behavioural Intention for Adoption of Mobile Games. ASBM Journal of Management. Vol. X, No. 1.
Laksamana, Jason Aditya dan Mustika Sufiati Purwanegara. (2016). Factors Influencing Users' Intention To Play In Innovative Mobile Gaming Usagecase Study Of Valve In Indonesia. SBM ITB Journal of Business and Management. Vol. 5, No. 6.
Merikivi, Jani, Duyen Nguyen & Virpi Kristiina Tuunainen. (2016). Understanding Perceived Enjoyment in Mobile Game Context. 49th Hawaii International Conference on System Sciences. Koloa, Amerika Serikat.
Miadinovic, Jelena dan Hong Xiang. (2016). A Study on Factors Affecting the Behavioral Intention to use Mobile Shopping Fashion Apps in Sweden. Jönköping University.
Nguyen, Duyen. (2015). Understanding Perceived Enjoyment and Continuance Intention in Mobile Games. School of Business, Aalto Universiy, Finlandia.
Putri, Resti Anindya. (2018). Analisis Peminat Aplikasi Blibli.Com Dengan Menggunakan Modelunified Theory Of Acceptance And Use Of Technology (UTAUT). Fakultas Ekonomi dan Bisnis, Universitas Telkom, Bandung.
Wijman, Tom. (2018). Mobile Revenues Account for More Than 50% of the Global Games Market as It Reaches $137.9 Billion in 2018 di https://newzoo.com/insights/articles/global-games-market-reaches-137-9-billion-in-2018-mobile-games-take-half/ (diakses pada 22 November 2018).
Downloads
Published
Issue
Section
License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Copyright Notice
Please find the rights and licenses in Abiwara : Jurnal Vokasi Administrasi Bisnis. By submitting the article/manuscript of the article, the author(s) agree with this policy. No specific document sign-off is required.
1.License
The non-commercial use of the article will be governed by the Creative Commons Attribution license as currently displayed on Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
2.Author(s)' Warranties
The author warrants that the article is original, written by stated author(s), has not been published before, contains no unlawful statements, does not infringe the rights of others, is subject to copyright that is vested exclusively in the author and free of any third party rights, and that any necessary written permissions to quote from other sources have been obtained by the author(s).
3.User Rights
Abiwara : Jurnal Vokasi Administrasi Bisnis, spirit is to disseminate articles published are as free as possible. Under the Creative Commons license, Abiwara : Jurnal Vokasi Administrasi Bisnis permits users to copy, distribute, display, and perform the work for non-commercial purposes only. Users will also need to attribute authors and Abiwara : Jurnal Vokasi Administrasi Bisnis on distributing works in the journal and other media of publications.
4.Co-Authorship
If the article was jointly prepared by more than one author, any authors submitting the manuscript warrants that he/she has been authorized by all co-authors to be agreed on this copyright and license notice (agreement) on their behalf, and agrees to inform his/her co-authors of the terms of this policy. Abiwara : Jurnal Vokasi Administrasi Bisnis will not be held liable for anything that may arise due to the author(s) internal dispute. Abiwara : Jurnal Vokasi Administrasi Bisnis will only communicate with the corresponding author.
5.Miscellaneous
Abiwara : Jurnal Vokasi Administrasi Bisnis will publish the article (or have it published) in the journal if the article’s editorial process is successfully completed. Abiwara : Jurnal Vokasi Administrasi Bisnis editors may modify the article to a style of punctuation, spelling, capitalization, referencing and usage that deems appropriate. The author acknowledges that the article may be published so that it will be publicly accessible and such access will be free of charge for the readers as mentioned in point 3.
Every accepted manuscript should be accompanied by "Copyright Transfer Agreement" prior to the article publication.