Dataset on mobile video game engagement, gamer experience, and behavioral intentions among Indonesian gamers in a transient educational hub using PLS-SEM.
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Abstract
This paper presents a dataset examining mobile video game engagement and gamer experience among Indonesian gamers residing in a transient educational hub, Kampung Inggris, Pare, Kediri, East Java. Data were collected through an online questionnaire distributed to 202 valid respondents belonging to the Millennial (born 1981-1996) and Generation Z (born 1997-2012) cohorts who had actively played video games within the past year. The dataset captures thirteen constructs: Telepresence (TP), Focused Attention (FA), Role Projection (RP), Fantasy Fulfillment (FF), Emotional Involvement (EI), Enjoyment (EJ), Arousal (AR), Gamer Experience (GE), Video Game Engagement (VGE), Intention to Continue Playing (ICP), Intention to Purchase Game Items (IPI), Intention to Engage in Word-of-Mouth (IWOM), and Intention to Recruit New Players (IRN), measured across 72 Likert-scale indicators. Analysis was performed using Partial Least Squares Structural Equation Modeling (PLS-SEM) with SmartPLS 4. The dataset package includes raw survey data, a cleaned PLS-ready input file, SmartPLS algorithm output, bootstrapping results, Importance-Performance Map Analysis (IPMA) output, PLSpredict results, questionnaire items, English and Bahasa Indonesia versions of the questionnaire, and informed consent. This dataset is a resource for researchers investigating affect-related engagement, behavioral intentions, and social gaming dynamics within mobile and peer-concentrated digital environments.
期刊介绍:
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