Measuring the Impact of Ease of Use, Usefulness, Attitude, and Enjoyment toward Intention to Play PUBG Mobile

Berlinda Devi Liliyana Dewi
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Abstract

The impact of ease of use, usefulness, attitude, and enjoyment toward intention to play PUBG Mobile as it relates to Indonesians, is explicitly examined in this study’s examination of the mobile gaming era because of the pandemic. This paper investigates the factors that influence an individual’s intention to play PUBG Mobile and the outcome of those factors towards its individuals, as well as the effects of knowledge about gaming behavior to its users. The study’s recommendations are to increase the intention to play mobile games so that the need for enjoyable aspects and the need for outside assistance become more apparent. Through an online survey, 223 individuals provided information for this study. The survey asked for responses from people who had played a mobile game, particularly Player Unknown Battle Ground Mobile version (PUBGM), millennials or members of Generation Z having enrolled in college and who previously had resided in Indonesia, had at least played PUBG Mobile in the past, and had played it more than one year. In this work, statistical analysis is carried out. The outcome demonstrates that perceived ease of use, usefulness, attitude, and perceived enjoyment have an impact toward Intention to play PUBG Mobile. This study closes a gap in the literature by concentrating on the behavioral intention to play PUBG through the playful-consumption experiences of a well-known online multiplayer game.
衡量易用性、实用性、态度和乐趣对《绝地求生》手机版的影响
易用性、有用性、态度和乐趣对印尼人玩《绝地求生》手机游戏的意向的影响,在本研究中被明确地考察了手机游戏时代。本文将探讨影响《绝地求生》玩家意愿的因素,以及这些因素对玩家的影响,以及游戏行为知识对玩家的影响。该研究的建议是增加玩手机游戏的意愿,这样对乐趣方面的需求和对外部帮助的需求就会变得更加明显。通过一项在线调查,223个人为这项研究提供了信息。该调查询问了玩过手机游戏的人,特别是《绝地求生》手机版玩家,千禧一代或在大学入学的Z世代成员,之前居住在印度尼西亚,过去至少玩过《绝地求生》手机版,并且玩了一年以上。在这项工作中,进行了统计分析。结果表明,易用性、实用性、态度和享受感会影响《绝地求生》手机版的玩家意愿。这项研究通过关注通过一款著名的在线多人游戏的有趣消费体验来玩《绝地求生》的行为意图,填补了文献中的空白。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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