A Study of Intention to Play Online Mobile Games: The Case of Indonesian Online Mobile Gamers

  • Reza Ahmad Nurfauzan
  • Wittika Thangchan

Abstract

The online mobile games industry is one of the biggest in the recent era of the entertainment industry. Therefore, the competition in the industry is tough. The developers need to be able to attract as many users as possible. Consequently, understanding the most significant elements impacting the intention to play online mobile games is essential. The goal of this study is to find out what influences people's intention of playing online mobile games. 269 Indonesian gamers completed an online questionnaire. The data was analyzed using logistic regression. The result showed that perceived enjoyment was a significant predictor affecting Indonesian gamers’ intention on playing online mobile games.

References

Ajzen, I. (1991). The Theory of Planned Behavior. Organizational Behavior and Human Decision Processes, 179-211.
AppsFlyer. (2018). The State of Gaming App Marketing 2018. Retrieved from AppsFlyer: https://www.appsflyer.com/state-of-gaming-2018/
Choi, D., & Kim, J. (2004). Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents. Cyberpsychology & Behavior, 11-24.
Creswell, J. W. (2014). Research Design: Qualitative, Quantitative, and Mixed Methods Approaches. Los Angeles: SAGE Publication, Inc.
Csikszentmihalyi, M. (1977). Beyond Boredom and Anxiety. San Francisco: Jossey-Bass.
Csikszentmihalyi, M. (2008). Flow: The Psycology of Optimal Experience. New York: HarperCollins.
Davis, F. D., Bagozzi, R., & Warshaw, P. R. (1989). User Acceptance of Computer Technology: A Comparison of Two Theoretical Models. Management Science, 982-1003.
Dredge, S. (2013, August 20). The Guardian. Retrieved from Most freemium mobile game high-rollers happy with their spending: https://www.theguardian.com/technology/appsblog/2013/aug/20/freemium-games-heavy-spenders-happy
Epstein, E. (2015, January 8). Tech Time Machine: The Evolution of Gaming. Retrieved from Mashable: https://mashable.com/2015/01/08/gaming-tech-ces/
Erturkoglu, Z., Zhang, J., & Mao, E. (2015). Pressing the Play Button: What Drives the Intention to Play Social Mobile Games? International Journal of E-Business Research, 54-71.
Gough, C. (2020, April 28). Video game market revenue worldwide in 2020, by device. Retrieved from Statista: https://www.statista.com/statistics/292751/mobile-gaming-revenue-worldwide-device/
Hosmer, D., Lemeshow, S., & Sturdivant, R. (2013). Applied Logistic Regression. John Wiley & Sons.
Hsu, C. L., & Lu, H. P. (2004). Why do people play on-line games? An extended TAM with social influences and flow experience. Information & Management 41, 853-868.
Indonesia Investments. (2016, January 25). Indonesia's Online Gaming Industry Dominated by Foreign Games. Retrieved from Indonesia Investments: https://www.indonesia-investments.com/id/news/todays-headlines/indonesia-s-online-gaming-industry-dominated-by-foreign-games/item6422
Inside Gaming. (2017, May 21). Where Did Microtransactions Come From? - The Know Gaming News. Los Angeles, California, United States of America. Retrieved from https://www.youtube.com/watch?v=J4nE_aWDtGg
Koo, D. M. (2008). The moderating role of locus of control on the links between experiential motives and intention to play online games. Computers in Human Behavior, 466–474.
Laurel, B. (1993). Computer as Theatre. New York: Addison-Wesley.
Lazzaro, N. (2004). Why We Play Games: Four Keys to More Emotion Without Story. Player Experience Research and Design for Mass Market Interactive Entertainment, 1-8. Retrieved from GAM 392: Game Modification Workshop: http://gamemodworkshop.com/readings/xeodesign_whyweplaygames.pdf
Lee, M. C. (2009). Understanding the behavioural intention to play online games. Online Information Review, 849-872.
Limelight Network. (2019). Market Research The State of Online Gaming - 2019. Retrieved from Limelight Network: http://img03.en25.com/Web/LLNW/%7B02ca9602-173c-43a4-9ee1-b8980c1ea459%7D_SOOG2019_MR_8.5x11.pdf
Marshall, C. (2019, November 11). The decade when online video games changed everything. Retrieved from Polygon: https://www.polygon.com/features/2019/11/11/20947872/decade-in-review-online-games-as-a-service
McQuail, D. (1983). Mass communication theory: An introduction. London: Sage Publications.
McQuail, D. (1992). Media performance: Mass communication and the public interest. London: Sage Publications.
Newzoo. (2017, June 1). The Indonesian Gamer 2017. Retrieved from Newzoo: https://newzoo.com/insights/infographics/the-indonesian-gamer-2017/
Newzoo. (2019). Newzoo’s 2019 Global Games Market Report. San Francisco: Newzoo.
Newzoo. (2020). 2020 Global Mobile Market Report. San Francisco: Newzoo. Retrieved from Newzoo.
Pilke, E. M. (2004). Flow experiences in information technology use. International Journal of Human-Computer Studies, 347-357.
Rafdinal, W., & Qisthi, A. (2019). In-Game Factors and Technology Acceptance Factors in Increasing Intention to Play Online Game. Tourism Development Centre International Conference, 281-296.
Statista. (2020, February 28). Number of smartphone users worldwide from 2016 to 2021. Retrieved from Statista: https://www.statista.com/statistics/330695/number-of-smartphone-users-worldwide/
Statista. (2020, September 1). Video Games Worldwide. Retrieved from Statista: https://www.statista.com/outlook/203/100/video-games/worldwide
Swatman, R. (2016, August 10). Pokémon Go catches five new world records. Retrieved from Guinness World Records: https://www.guinnessworldrecords.com/news/2016/8/pokemon-go-catches-five-world-records-439327
Sweetser, P., & Wyeth, P. (2005). GameFlow: a model for evaluating player enjoyment in games. ACM Computers in Entertainment, 1-24.
Upper Echelon LLC. (2019, May 1). The FALLACY of Video Game Prices and the Complete Evolution of Microtransactions. Marlborough, New Hampshire, United State of America. Retrieved from https://www.youtube.com/watch?v=7E5pcpanOto&t=3s
Venkatesh, V. (2000). Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model. Information Systems Research, 342-365.
Watson, A. (2020, April 24). Global box office revenue from 2005 to 2019. Retrieved from Statista: https://www.statista.com/statistics/271856/global-box-office-revenue/
Watson, A. (2020, August 25). Global recorded music revenue from 1999 to 2019. Retrieved from Statista: https://www.statista.com/statistics/272305/global-revenue-of-the-music-industry/#:~:text=Global%20revenue%20of%20the%20recorded%20music%20industry%201999%2D2019&text=In%202019%2C%20the%20total%20revenue,in%2011.9%20billion%20dollars%20globally.
Williams, M. (2017, October 11). The Harsh History Of Gaming Microtransactions: From Horse Armor to Loot Boxes. Retrieved from US Gamer: https://www.usgamer.net/articles/the-history-of-gaming-microtransactions-from-horse-armor-to-loot-boxes
Wu, J., & Liu, D. (2014). The effect of trust and enjoyment on intention to play online games. Journal of electronic commerce research, 128-140.
Zikmund, W. G., Babin, B. J., Carr, J. C., & Griffin, M. (2009). Business Research Method. South-Western Cengage Learning.
Published
2021-09-01
How to Cite
NURFAUZAN, Reza Ahmad; THANGCHAN, Wittika. A Study of Intention to Play Online Mobile Games: The Case of Indonesian Online Mobile Gamers. International Journal of Business and Technology Management, [S.l.], v. 3, n. 3, p. 16-28, sep. 2021. ISSN 2682-7646. Available at: <https://myjms.mohe.gov.my/index.php/ijbtm/article/view/15033>. Date accessed: 24 oct. 2021.
Section
Articles