Pengaruh Flow Experience, Perceived Enjoyment, Performance Expectancy, Effort Expectancy, Social Influence, Dan Facilitating Conditions Terhadap Behavioral Intention Pemain Mobile Game Kota Kita

Reky Wiryanto Bongso, Citra Kusuma Dewi

Abstract

ABSTRAK
Penelitian ini bertujuan untuk mengetahui pengaruh antara flow experience, perceived
enjoyment, performance expectancy, effort expectancy, social influence, dan facilitating conditions
terhadap behavioral intention pemain mobile game Kota Kita. Metode penelitian yang digunakan
adalah metode penelitian kuantitatif dengan menggunakan teknik non probability sampling, yaitu
dengan jumlah sample sebanyak 100 orang pemain mobile game Kota Kita di Indonesia. Teknik
analisis yang digunakan adalah teknik analisis deskriptif dan regresi linear berganda.
Hasil uji hipotesis secara parsial menunjukkan tidak adanya pengaruh antara flow
experience, performance expectancy, dan effort expectancy terhadap behavioral intention.
Sementara terdapat pengaruh yang signifikan antara perceived enjoyment, social influence, dan
facilitating conditions terhadap behavioral intention pada pemain mobile game Kota Kita.
Selanjutnya berbadasarkan hasil uji f menunjukkan bahwa secara simultan terdapat pengaruh antara
flow experience, perceived enjoyment, performance expectancy, effort expectancy, social influence,
dan facilitating conditions terhadap behavioral intention pada pemain mobile game Kota Kita.
Kata kunci: Mobile Game, Flow Experience, Perceived Enjoyment, Performance Expectancy,
Effort Expectancy, Social Influence, Facilitating Conditions, Behavioral Intention, Perilaku
Konsumen
ABSTRACT
The study aims to construct findings of impact between the flow experience, perceived
enjoyment, performance expectancy, effort expectancy, social influence, and facilitating conditions
toward the behavioral intention of Kota Kita mobile game players. This study applies a quantitative
research methodology with non-probability sampling techniques, with number of samples as many
as 100 people of Kota Kita mobile game players in Indonesia. This study also employs descriptive
analysis techniques and multiple linear regression for analysis purpose.
The partial hypothesis test results show there is no significant effect between flow
experience, performance expectancy, and effort expectancy on behavioral intention. Meanwhile,
there is a significant effect between perceived enjoyment, social influence, and facilitating
conditions toward behavioral intention on Kota Kita players. Furthermore, based on the results of
the f test show that simultaneously, there is an effect between flow experience, perceived
enjoyment, performance expectancy, effort expectancy, social influence, and facilitating conditions
toward behavioral intention on Kota Kita players.
Keywords: Mobile Game, Flow Experience, Perceived Enjoyment, Performance Expectancy, Effort
Expectancy, Social Influence, Facilitating Conditions, Behavioral Intention, Consumer Behavior

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