
The empirical test results, which are meaningful not only for researchers but also for online game service providers, give evidence that each genre has different success factors.Ĭovid-19 pandemic is unleashing unprecedented digital revolution in educational systems, making mobile-enabled learning is unavoidable alternative option, especially in developing countries whereby university students have no option but to use smartphones for learning as desktop and laptop computers are becoming less popular at homes. Originality/value: This study contributes to both online game literature and genre theory by examining the relationships between success factors and satisfaction across various game genres. If the future study can replicate the results with the data from other countries, it can contribute more practically to the online game market. Research limitations/implications: Data used in this study may not be representative of the population of online game users because the data were gathered only in South Korea. The findings of this study highlight the importance of the game genres for discovering success factors of online game service. Findings: The results showed that different online game genres were impacted differently by each element of perceived quality. The model was tested on three major genres of online game service, role playing game (RPG), real time strategy (RTS), and first person shooter (FPS), respectively. Design/methodology/approach: In this study, perceived enjoyment, ease of use and quality were suggested for probable success factors of online game service and then research model was developed to identify which factors are related with gamers’ satisfaction and continuance intention. Purpose: The purpose of this study is to highlight the importance of the game genres for identifying an online game’s success factors. Hasil penelitian menunjukkan bahwa sebagian besar responden berusia 18-24 tahun (82,5%), memiliki uang saku < Rp 1.000.000 perbulan (70,1%), memiliki dukungan sosial rendah untuk bermain game online (57,7%), memiliki akses informasi rendah (56,7%), memiliki otonomi pribadi rendah (57,7%), memiliki situasi yang tidak mendukung untuk bermain game online (59,8%), dan memiliki niat bermain game online rendah (57,7%). Cara pengambilan sampel pada penelitian ini menggunakan teknik Non Probability Sampling dengan jenis Accidental Sampling.

Jumlah responden pada penelitian ini sebanyak 97 remaja usia 10 – 24 tahun yang aktif bermain game online selama setahun terakhir. Penelitian ini merupakan penelitian deskriptif observasional dengan rancangan penelitian cross sectional. Tujuan dari penelitian ini adalah untuk menggambarkan faktor perilaku bermain game online pada remaja berdasarkan teori Snehandu B. Penelitian ini akan dilakukan pada remaja yang aktif bermain game online selama satu tahun terakhir di Surabaya. WHO secara resmi menetapkan kecanduan game atau game disorder ke dalam versi terbaru ICD sebagai penyakit gangguan mental.

Saat ini, sebagian besar remaja mendapatkan hiburan melalui komputer dan smartphone misalnya bermain game online.

Internet telah mengubah kecenderungan permainan di kalangan remaja. The present study mainly contributes to an understanding of the factors that actually influence Pokémon-Go robot users’ intention to patronize hospitality firms using virtual monsters to boost their sales. The application area of proposed theoretical model is new very sparse research has been undertaken on exploring Pokémon-Go robot users’ intentions toward visiting hospitality firms attracting guests by virtual monsters. The results present that all the proposed variables were found to be critical factors significantly influencing Pokémon-Go robot users’ patronizing intention. Survey data collected from 261 usable questionnaires were tested against the research model using the structural equation modeling approach. Pokémon-Go Robot uses Augmented Reality technology in this study. The aim of the present study is to present a new research model which includes both extrinsic and intrinsic determinants that influence Pokémon-Go robot users’ behavioral intention to patronize hospitality firms that draw visitors with Pokémons.
