印度尼西亚Z世代和千禧一代采用手机游戏服务的决定因素

A. Sudirman, Darwin Lie, Nana Triapnita Nainggolan, S. Sherly, Martin Yehezkiel Sianipar
{"title":"印度尼西亚Z世代和千禧一代采用手机游戏服务的决定因素","authors":"A. Sudirman, Darwin Lie, Nana Triapnita Nainggolan, S. Sherly, Martin Yehezkiel Sianipar","doi":"10.31098/ijeass.v2i2.715","DOIUrl":null,"url":null,"abstract":"Technological advances that are growing from time to time make game developers vying to create the latest games that attract the attention of game lovers. The emergence of various game genres encourages high usage intentions and usage behavior for true game lovers. This research is here to facilitate the factors that influence the adoption of mobile game services in the Generation Z and Millennials groups in Indonesia. The research instrument used an online questionnaire distributed to 210 respondents who were none other than users of mobile game services from the Generation Z and Millennial generations. The data collection process was carried out in the period from March to May 2021. Next, the researchers tested the hypothesis using a variant-based Structural Equation Modeling (SEM) called Partial Least Square (PLS) and the SmartPLS version 3.0 application as a tool to analyze it. This research concludes that perceived ease of use, perceived enjoyment, and facilitating conditions have a positive and significant effect on usage intention. Then the results of this research also confirm facilitating conditions, habit and usage intention also have a positive and significant influence on use behavior.game developers, this can be considered for the improvement of mobile game services in the future. Suggestions for further research to increase the number of samples that are able to represent mobile game users as a whole and for further studies to use other approaches in predicting mobile game usage behavior, for example with the TRA, TPB, and UTAUT2 models. We believe that the characteristics of Generation Z and Millennials are user groups who are sensitive to technological developments, especially in specific game genres. This study explores the impact of the convenience offered by several mobile game service application.","PeriodicalId":249270,"journal":{"name":"International Journal of Entrepreneurship and Sustainability Studies","volume":"266 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-12-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Determinants of Mobile Game Service Adoption in Generation Z and Millennials in Indonesia\",\"authors\":\"A. Sudirman, Darwin Lie, Nana Triapnita Nainggolan, S. Sherly, Martin Yehezkiel Sianipar\",\"doi\":\"10.31098/ijeass.v2i2.715\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Technological advances that are growing from time to time make game developers vying to create the latest games that attract the attention of game lovers. The emergence of various game genres encourages high usage intentions and usage behavior for true game lovers. This research is here to facilitate the factors that influence the adoption of mobile game services in the Generation Z and Millennials groups in Indonesia. The research instrument used an online questionnaire distributed to 210 respondents who were none other than users of mobile game services from the Generation Z and Millennial generations. The data collection process was carried out in the period from March to May 2021. Next, the researchers tested the hypothesis using a variant-based Structural Equation Modeling (SEM) called Partial Least Square (PLS) and the SmartPLS version 3.0 application as a tool to analyze it. This research concludes that perceived ease of use, perceived enjoyment, and facilitating conditions have a positive and significant effect on usage intention. Then the results of this research also confirm facilitating conditions, habit and usage intention also have a positive and significant influence on use behavior.game developers, this can be considered for the improvement of mobile game services in the future. Suggestions for further research to increase the number of samples that are able to represent mobile game users as a whole and for further studies to use other approaches in predicting mobile game usage behavior, for example with the TRA, TPB, and UTAUT2 models. We believe that the characteristics of Generation Z and Millennials are user groups who are sensitive to technological developments, especially in specific game genres. This study explores the impact of the convenience offered by several mobile game service application.\",\"PeriodicalId\":249270,\"journal\":{\"name\":\"International Journal of Entrepreneurship and Sustainability Studies\",\"volume\":\"266 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-12-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Journal of Entrepreneurship and Sustainability Studies\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.31098/ijeass.v2i2.715\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Entrepreneurship and Sustainability Studies","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.31098/ijeass.v2i2.715","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2

摘要

不断发展的技术进步使得游戏开发者争相创造出能够吸引游戏爱好者注意的最新游戏。各种游戏类型的出现鼓励了真正的游戏爱好者的高使用意图和使用行为。这项研究是为了促进影响印度尼西亚Z世代和千禧一代群体采用手机游戏服务的因素。该研究工具使用了一份在线问卷,向210名受访者分发了问卷,这些受访者正是Z世代和千禧一代的手机游戏服务用户。数据收集过程在2021年3月至5月期间进行。接下来,研究人员使用基于变量的结构方程建模(SEM),称为偏最小二乘法(PLS)和SmartPLS 3.0版本应用程序作为分析工具来检验该假设。本研究发现,感知易用性、感知享受和便利条件对使用意愿有显著正向影响。那么本研究的结果也证实了便利条件、习惯和使用意向对使用行为也有正向显著的影响。对于游戏开发者来说,这一点可以作为未来改进手机游戏服务的参考。建议进一步研究增加能够代表整个手机游戏用户的样本数量,并建议进一步研究使用其他方法来预测手机游戏使用行为,例如使用TRA, TPB和UTAUT2模型。我们认为Z世代和千禧一代的特点是对技术发展非常敏感的用户群体,特别是在特定的游戏类型中。本研究探讨了几个手机游戏服务应用程序提供的便利性所带来的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Determinants of Mobile Game Service Adoption in Generation Z and Millennials in Indonesia
Technological advances that are growing from time to time make game developers vying to create the latest games that attract the attention of game lovers. The emergence of various game genres encourages high usage intentions and usage behavior for true game lovers. This research is here to facilitate the factors that influence the adoption of mobile game services in the Generation Z and Millennials groups in Indonesia. The research instrument used an online questionnaire distributed to 210 respondents who were none other than users of mobile game services from the Generation Z and Millennial generations. The data collection process was carried out in the period from March to May 2021. Next, the researchers tested the hypothesis using a variant-based Structural Equation Modeling (SEM) called Partial Least Square (PLS) and the SmartPLS version 3.0 application as a tool to analyze it. This research concludes that perceived ease of use, perceived enjoyment, and facilitating conditions have a positive and significant effect on usage intention. Then the results of this research also confirm facilitating conditions, habit and usage intention also have a positive and significant influence on use behavior.game developers, this can be considered for the improvement of mobile game services in the future. Suggestions for further research to increase the number of samples that are able to represent mobile game users as a whole and for further studies to use other approaches in predicting mobile game usage behavior, for example with the TRA, TPB, and UTAUT2 models. We believe that the characteristics of Generation Z and Millennials are user groups who are sensitive to technological developments, especially in specific game genres. This study explores the impact of the convenience offered by several mobile game service application.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信