Dataset on mobile video game engagement, gamer experience, and behavioral intentions among Indonesian gamers in a transient educational hub using PLS-SEM.

IF 1.9 Q3 MULTIDISCIPLINARY SCIENCES
Data in Brief Pub Date : 2026-08-27 eCollection Date: 2026-08-01 DOI:10.1016/j.dib.2026.113212
Fyona Chelindiva, Vita Megawati, Laurence
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引用次数: 0

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.

使用PLS-SEM分析印尼临时教育中心玩家的手机电子游戏参与度、玩家体验和行为意图。
本文展示了一个数据集,研究了居住在临时教育中心Kampung Inggris, Pare, Kediri,东爪哇的印度尼西亚玩家的移动电子游戏参与度和玩家体验。数据是通过在线问卷收集的,202名有效受访者来自千禧一代(1981-1996年出生)和Z世代(1997-2012年出生),他们在过去一年中积极玩电子游戏。该数据集捕获了13个结构:远程呈现(TP)、集中注意力(FA)、角色投射(RP)、幻想实现(FF)、情感投入(EI)、享受(EJ)、唤醒(AR)、玩家体验(GE)、视频游戏参与度(VGE)、继续玩游戏的意图(ICP)、购买游戏物品的意图(IPI)、参与口头宣传的意图(IWOM)和招募新玩家的意图(IRN),通过72个likert量表指标进行测量。分析使用偏最小二乘结构方程建模(PLS-SEM)与SmartPLS 4。数据集包包括原始调查数据、清洁的PLS-ready输入文件、SmartPLS算法输出、引导结果、重要性-绩效图分析(IPMA)输出、pl预测结果、问卷项目、英语和印尼语版本的问卷以及知情同意书。该数据集是研究人员在移动和对等集中的数字环境中调查与情感相关的粘性、行为意图和社交游戏动态的资源。
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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来源期刊
Data in Brief
Data in Brief MULTIDISCIPLINARY SCIENCES-
CiteScore
3.10
自引率
0.00%
发文量
996
审稿时长
70 days
期刊介绍: Data in Brief provides a way for researchers to easily share and reuse each other''s datasets by publishing data articles that: -Thoroughly describe your data, facilitating reproducibility. -Make your data, which is often buried in supplementary material, easier to find. -Increase traffic towards associated research articles and data, leading to more citations. -Open up doors for new collaborations. Because you never know what data will be useful to someone else, Data in Brief welcomes submissions that describe data from all research areas.
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