TY - GEN
T1 - Kawaii analysis on education-based online game on user behavior (Case study: Jalasi 2 application)
AU - Purwati,
AU - Sudiarno, Adithya
AU - Widodo, Erwin
N1 - Publisher Copyright:
© IEOM Society International.
PY - 2021
Y1 - 2021
N2 - 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.
AB - 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.
KW - Educational Game
KW - Intention to Use
KW - Kawaii
KW - SEM
KW - TRA
UR - http://www.scopus.com/inward/record.url?scp=85114262729&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:85114262729
SN - 9781792361241
T3 - Proceedings of the International Conference on Industrial Engineering and Operations Management
SP - 6937
EP - 6948
BT - Proceedings of the 11th Annual International Conference on Industrial Engineering and Operations Management, 2021
PB - IEOM Society
T2 - 11th Annual International Conference on Industrial Engineering and Operations Management, IEOM 2021
Y2 - 7 March 2021 through 11 March 2021
ER -