Determination of Factors Influencing the Behavioral Intention to Play “Mobile Legends: Bang-Bang” during the COVID-19 Pandemic: Integrating UTAUT2 and System Usability Scale for a Sustainable E-Sport Business

Author:

Ong Ardvin Kester S.1ORCID,Prasetyo Yogi Tri123ORCID,Robas Kirstien Paola E.1,Persada Satria Fadil4ORCID,Nadlifatin Reny5,Matillano James Steven A.6,Macababbad Dennis Christian B.6,Pabustan Jigger R.6,Taningco Kurt Andrei C.6

Affiliation:

1. School of Industrial Engineering and Engineering Management, Mapúa University, 658 Muralla St., Intramuros, Manila 1002, Philippines

2. International Program in Engineering for Bachelor, Yuan Ze University, 135 Yuan-Tung Rd., Chung-Li 32003, Taiwan

3. Department of Industrial Engineering and Management, Yuan Ze University, 135 Yuan-Tung Rd., Chung-Li 32003, Taiwan

4. Entrepreneurship Department, Binus Business School Undergraduate Program, Bina Nusantra University, Jakarta 11480, Indonesia

5. Department of Information Systems, Institut Teknologi Sepuluh Nopember, Kampus ITS Sukolilo, Surabaya 60111, Indonesia

6. Young Innovators Research Center, Mapúa University, 658 Muralla, St., Intramuros, Manila 1002, Philippines

Abstract

The rise of mobile games during the COVID-19 pandemic era was evident, especially in Asia. One of the most popular online mobile games that has been evident across the world due to its live worldwide competition is “Mobile Legends: Bang Bang” (MLBB). This study aimed to determine factors influencing the behavioral intention to play MLBB by utilizing the integrated model of UTAUT2 and System Usability Scale (SUS). A total of 507 MLBB players voluntarily answered an online questionnaire that consisted of 69 items. Through convenience sampling, the online survey was collected from November 2021–January 2022 from different social media platforms. Several factors such as hedonic motivation, effort expectancy, performance expectancy, perceived usefulness, security, perceived usability, facilitating conditions, social influence, habit, behavioral intention, and SUS were considered in this study. Using Structural Equation Modeling (SEM), results showed that habit was the most significant factor in behavioral intention, followed by perceived usability, facilitating conditions, social influence, and hedonic motivation. In addition, it was evident from the results that when the mobile application is free and resources are available, then continuous patronage of the mobile application will be considered. In-game resources may be capitalized on by developers after gaining these habits and hedonic motivations among users. This is the first study that evaluated MLBB by utilizing the integrated models of UTAUT2 and SUS during the COVID-19 pandemic. The results of this study could be beneficial for developers to entice users for team play and entertainment-based mobile applications. Finally, the model considered may be extended and applied to other mobile applications worldwide.

Funder

Mapúa University Directed Research for Innovation and Value Enhancement

Publisher

MDPI AG

Subject

Management, Monitoring, Policy and Law,Renewable Energy, Sustainability and the Environment,Geography, Planning and Development,Building and Construction

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