The Continuance Intention of User’s Engagement in Multiplayer Video Games based on Uses and Gratifications Theory
One of the key success factors in video game industry, including multiplayer video game (MVG), is the user’s continuance intention. The MVG industry runs in a highly competitive market. Users can shift to another game as soon as they discover a slightly inconvenient issue. Thus, maintaining the user...
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Format: | Article |
Language: | English |
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Universitas Airlangga
2018-10-01
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Series: | Journal of Information Systems Engineering and Business Intelligence |
Subjects: | |
Online Access: | https://e-journal.unair.ac.id/JISEBI/article/view/9375 |
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author | Ira Puspitasari Elzha Odie Syahputra Indra Kharisma Raharjana Ferry Jie |
author_facet | Ira Puspitasari Elzha Odie Syahputra Indra Kharisma Raharjana Ferry Jie |
author_sort | Ira Puspitasari |
collection | DOAJ |
description | One of the key success factors in video game industry, including multiplayer video game (MVG), is the user’s continuance intention. The MVG industry runs in a highly competitive market. Users can shift to another game as soon as they discover a slightly inconvenient issue. Thus, maintaining the user’s enthusiasm in playing MVG for a long time is challenging for most games. The solution to prolong the users’ engagement can be initiated by identifying all factors that facilitate the continuance use of playing MVG. This study applied uses and gratifications theory to examine seven variables (enjoyment, fantasy, escapism, social interaction, social presence, achievement, and self-presentation) and the moderating effects of age and gender on the MVG continuance intention. The data analysis and the model development were tested based on Partial Least Square method using the responses of 453 MVG users. The results revealed that enjoyment, fantasy, social interaction, achievement, and self-presentation significantly affected the continuance intention of playing MVG, with enjoyment being the strongest variable. The result also demonstrated the moderating effect of age and gender on the relation between independent variables and continuance intention. The results and findings offered additional insights into the system development to enhance the information system application. |
first_indexed | 2024-04-10T05:45:20Z |
format | Article |
id | doaj.art-6a6179d6a72841bf95b5754bd600ec61 |
institution | Directory Open Access Journal |
issn | 2598-6333 2443-2555 |
language | English |
last_indexed | 2024-04-10T05:45:20Z |
publishDate | 2018-10-01 |
publisher | Universitas Airlangga |
record_format | Article |
series | Journal of Information Systems Engineering and Business Intelligence |
spelling | doaj.art-6a6179d6a72841bf95b5754bd600ec612023-03-06T02:56:32ZengUniversitas AirlanggaJournal of Information Systems Engineering and Business Intelligence2598-63332443-25552018-10-014213113810.20473/jisebi.4.2.131-1387440The Continuance Intention of User’s Engagement in Multiplayer Video Games based on Uses and Gratifications TheoryIra Puspitasari0Elzha Odie SyahputraIndra Kharisma RaharjanaFerry Jie(SCOPUS ID = 56426242200), Universitas AirlanggaOne of the key success factors in video game industry, including multiplayer video game (MVG), is the user’s continuance intention. The MVG industry runs in a highly competitive market. Users can shift to another game as soon as they discover a slightly inconvenient issue. Thus, maintaining the user’s enthusiasm in playing MVG for a long time is challenging for most games. The solution to prolong the users’ engagement can be initiated by identifying all factors that facilitate the continuance use of playing MVG. This study applied uses and gratifications theory to examine seven variables (enjoyment, fantasy, escapism, social interaction, social presence, achievement, and self-presentation) and the moderating effects of age and gender on the MVG continuance intention. The data analysis and the model development were tested based on Partial Least Square method using the responses of 453 MVG users. The results revealed that enjoyment, fantasy, social interaction, achievement, and self-presentation significantly affected the continuance intention of playing MVG, with enjoyment being the strongest variable. The result also demonstrated the moderating effect of age and gender on the relation between independent variables and continuance intention. The results and findings offered additional insights into the system development to enhance the information system application.https://e-journal.unair.ac.id/JISEBI/article/view/9375continuance intentionmultiplayer video gamehedonic information systemsuses and gratifications theory |
spellingShingle | Ira Puspitasari Elzha Odie Syahputra Indra Kharisma Raharjana Ferry Jie The Continuance Intention of User’s Engagement in Multiplayer Video Games based on Uses and Gratifications Theory Journal of Information Systems Engineering and Business Intelligence continuance intention multiplayer video game hedonic information systems uses and gratifications theory |
title | The Continuance Intention of User’s Engagement in Multiplayer Video Games based on Uses and Gratifications Theory |
title_full | The Continuance Intention of User’s Engagement in Multiplayer Video Games based on Uses and Gratifications Theory |
title_fullStr | The Continuance Intention of User’s Engagement in Multiplayer Video Games based on Uses and Gratifications Theory |
title_full_unstemmed | The Continuance Intention of User’s Engagement in Multiplayer Video Games based on Uses and Gratifications Theory |
title_short | The Continuance Intention of User’s Engagement in Multiplayer Video Games based on Uses and Gratifications Theory |
title_sort | continuance intention of user s engagement in multiplayer video games based on uses and gratifications theory |
topic | continuance intention multiplayer video game hedonic information systems uses and gratifications theory |
url | https://e-journal.unair.ac.id/JISEBI/article/view/9375 |
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