Sandi Muhammad Nur Pasha, Indrawati
Abstract: Gaming industry is one of profitable industry in the world. One of the most popular types of gaming industry is mobile games. Mobile games can be use anytime and anywhere regarding all situations due to the ease of use of the smartphone. Indonesia is one of the biggest countries that have a big mobile games market around ASEAN. The development of mobile games has brought that XYZ game to become one of the most Indonesia’s popular mobile games. The effect of consumer behavior towards behavioral intention that has to be done by the mobile games company need to be understand in the purpose of predicting their continuance intention towards the XYZ mobile games. Variables from both TAM and TPB with Flow are considered to be proper basis for this research. A modification from proposed model was made to fulfill the objectives of this research by replace perceive usefulness to perceived enjoyment and behavioral intention with continuance intention. Factors used are perceived behavioral control, perceived ease of use, subjective norms, flow experience and attitude. The pilot test was conducted on 31 respondents to prove the validity and reliability of the model. Result that from 7 construct and 34 items considered to be valid and reliable in the test. For that reason, the measurement tool is qualified to be used in further study.
Keywords: Mobile Legends, TAM, TPB and Flow Theory