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

Authors

  • Reky Wiryanto Bongso Telkom University
  • Citra Kusuma Dewi Telkom University

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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Published

2020-04-01

Issue

Section

Program Studi S1 Ilmu Administrasi Bisnis