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FACTORS THAT INFLUENCE GACHA GAME USERS’ DECISION-MAKING IN USING GACHA GAMES

*Bunga Puspa Indah  -  Departemen Akuntansi Fakultas Ekonomika dan Bisnis Universitas Diponegoro
R. R. Sri Handayani  -  Departemen Akuntansi Fakultas Ekonomika dan Bisnis Universitas Diponegoro

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Abstract

The purpose of this study is to examine the factors that influence users' behavioral intention to use gacha games, employing the UTAUT2 framework. This study investigates the impact of performance expectancy, effort expectancy, social influence, facilitating conditions, hedonic motivation, price value, and habit on behavioral intention and use behavior of gacha games among users, with age serving as a moderating variable, considering users' familiarity with information technology nowadays.

Data were collected through an online questionnaire completed by 117 respondents aged 15 years and older, a demographic known for its familiarity with information technology and gaming. The questionnaire assessed respondents' perceptions of constructs derived from the UTAUT2 model. The analysis utilized SEM for testing the hypothesized relationships and determine the significance of each factor on behavioral intention and use behavior.

The results reveal that performance expectancy, hedonic motivation, and habit significantly impact behavioral intention. Conversely, effort expectancy, social influence, and price value have an insignificant impact. Additionally, behavioral intention is shown to have a significant impact on actual use behavior, underscoring the crucial role of users' intentions in determining their future use of technology. These findings suggest that perceived usefulness, enjoyment, and habitual use are critical drivers for the adoption and continued engagement with gacha games among users. The implications of this research emphasize the importance for game developers and marketers to enhance the user experience by focusing on these key factors to increase user engagement and retention.
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Keywords: behavioral intention, gacha games, information technology, use behavior, UTAUT2

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