Kawaii analysis on education-based online game on user behavior (Case study: Jalasi 2 application)

Purwati, Adithya Sudiarno*, Erwin Widodo

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

4 Citations (Scopus)

Abstract

Currently, the developments of education-based online games throughout the world including Indonesia have increased sharply. Accordingly, one of the latest online educational games in Indonesia is called JALASI 2. This game offers many kawaii elements purposely designed to attract children to play this educational game. Basically, this research is to test the hypotheses of H1: Perceived kawaii on Intention to Use, H2: Perceived Ease of Use on Perceived Satisfaction, H3: Perceived Usefulness on Perceived Satisfaction, and H4: Intention to Use on Perceived Satisfaction. After that, the study also tests the hypothesis of H5: Perceived Satisfaction on Intention to Use. The target consumers of JALASI 2 are Indonesian children between the ages of 8 and 12. To know how many Indonesian children are interested in the effect of kawaii in JALASI 2, analysis of Theory Reaction Action (TRA) and Structural Equation Modeling (SEM) was utilized using AMOS software. According to the structural model test, the results obtained by the perceived kawaii (PK) variable indicated a very significant effect on the Intention to Use (ITU) by 1.339. This indicates that kawaii latent variable possesses an important role in JALASI 2 content, which can lure children’s interest in playing this game.

Original languageEnglish
Title of host publicationProceedings of the 11th Annual International Conference on Industrial Engineering and Operations Management, 2021
PublisherIEOM Society
Pages6937-6948
Number of pages12
ISBN (Print)9781792361241
Publication statusPublished - 2021
Event11th Annual International Conference on Industrial Engineering and Operations Management, IEOM 2021 - Virtual, Online
Duration: 7 Mar 202111 Mar 2021

Publication series

NameProceedings of the International Conference on Industrial Engineering and Operations Management
ISSN (Electronic)2169-8767

Conference

Conference11th Annual International Conference on Industrial Engineering and Operations Management, IEOM 2021
CityVirtual, Online
Period7/03/2111/03/21

Keywords

  • Educational Game
  • Intention to Use
  • Kawaii
  • SEM
  • TRA

Fingerprint

Dive into the research topics of 'Kawaii analysis on education-based online game on user behavior (Case study: Jalasi 2 application)'. Together they form a unique fingerprint.

Cite this