Pengaruh Fitur Kompetitif Mobile Legends terhadap Kepuasan Mahasiswa UNIKOM Jurusan Sistem Informasi Angkatan 2023

Authors

  • Andri Sahata Sitanggang Universitas Komputer Indonesia
  • Rafi Nurfauzi Universitas Komputer Indonesia
  • Rafii Rabani Universitas Komputer Indonesia
  • Luckman Tejahadikusumah Universitas Komputer Indonesia
  • Surya Widyatama Universitas Komputer Indonesia

DOI:

https://doi.org/10.59841/inoved.v3i3.3235

Keywords:

Competitive Features, Mobile Legends, Gamification, User Satisfaction, Digital Entertainment

Abstract

Mobile games have emerged as one of the most popular forms of digital entertainment, attracting players from diverse backgrounds and age groups. Among them, Mobile Legends: Bang Bang has gained significant popularity due to its competitive and interactive gameplay. The presence of competitive elements such as ranking systems, leaderboards, and seasonal rewards is considered a key factor that sustains player engagement and motivation over time. This study aims to examine the influence of competitive features on user satisfaction within the context of mobile gaming. The research employed a quantitative descriptive approach, using a structured questionnaire developed from established literature on gamification and user experience. Responses were measured on a five-point Likert scale to capture player perceptions, habits, and satisfaction levels. Data analysis was conducted using descriptive statistics and correlation analysis to determine the relationship between competitive feature perception and satisfaction. The findings indicate a strong positive relationship, suggesting that well-designed competitive systems not only enhance motivation but also create meaningful and enjoyable experiences for players. These results underscore the importance of competitive elements in maintaining long-term engagement in mobile games, offering valuable insights for both developers and the gaming community

References

Sitanggang, A. S., Sabta, R., & Hasiolan, F. Y. (2023). Perkembangan judi online dan dampaknya terhadap masyarakat: Tinjauan multidisipliner. Triwikrama: Jurnal Ilmu Sosial, 1(6), 70–80. https://ejournal.warunayama.org/index.php/triwikrama/article/download/248/239/848

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? – A literature review of empirical studies on gamification. 2014 47th Hawaii International Conference on System Sciences, 3025–3034. IEEE. https://doi.org/10.1109/HICSS.2014.377

Suh, A., & Wagner, C. (2017). How gamification of an enterprise collaboration system increases knowledge contribution: An affordance approach. Journal of Knowledge Management, 21(2), 416–431. https://doi.org/10.1108/JKM-10-2016-0468

Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78. https://doi.org/10.1037/0003-066X.55.1.68

Xi, N., & Hamari, J. (2019). Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction. International Journal of Information Management, 46, 210–221. https://doi.org/10.1016/j.ijinfomgt.2018.12.002

Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International Journal of Information Management, 45, 191–210. https://doi.org/10.1016/j.ijinfomgt.2018.10.013

Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9(6), 772–775. https://doi.org/10.1089/cpb.2006.9.772

Wohn, D. Y., & Freeman, G. (2020). Live streaming, playing, and money spending behaviors in esports. Games and Culture, 15(1), 73–88. https://doi.org/10.1177/1555412019840894

Wu, M., Ko, H. C., & Lane, H. Y. (2019). The role of competition in excessive online gaming. Cyberpsychology, Behavior, and Social Networking, 22(2), 117–122. https://doi.org/10.1089/cyber.2018.0184

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. Proceedings of the 15th International Academic MindTrek Conference, 9–15. https://doi.org/10.1145/2181037.2181040

Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A motivational model of video game engagement. Review of General Psychology, 14(2), 154–166. https://doi.org/10.1037/a0019440

Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14–31. https://doi.org/10.1016/j.ijhcs.2014.09.006

Nah, F. F. H., Zeng, Q., Telaprolu, V. R., Ayyappa, A. P., & Eschenbrenner, B. (2014). Gamification of education: A review of literature. International Conference on HCI, 401–409. Springer. https://doi.org/10.1007/978-3-319-07293-7_39

Chen, J., & Leung, L. (2016). Are you addicted to Candy Crush Saga? An exploratory study linking psychological factors to mobile social game addiction. Telematics and Informatics, 33(4), 1155–1166. https://doi.org/10.1016/j.tele.2015.10.002

Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380–392. https://doi.org/10.1016/j.compedu.2012.12.020

Sailer, M., Hense, J., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371–380. https://doi.org/10.1016/j.chb.2016.12.033

Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772–790. https://doi.org/10.1037/0022-3514.78.4.772

Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American Psychologist, 69(1), 66–78. https://doi.org/10.1037/a0034857

Huang, L., & Hsieh, Y. J. (2011). Predicting online game loyalty based on need gratification and experiential motives. Internet Research, 21(5), 581–598. https://doi.org/10.1108/10662241111176380

Vorderer, P., Klimmt, C., & Ritterfeld, U. (2004). Enjoyment: At the heart of media entertainment. Communication Theory, 14(4), 388–408. https://doi.org/10.1111/j.1468-2885.2004.tb00321.x

Andriani, F., Wiyati, E., Widarini, D., & Saifulloh, M. (2024). Acehnese's Digital Literacy Skills in Verification News from Social Media. Jurnal Komunikasi Ikatan Sarjana Komunikasi Indonesia, 8(2), 280–289. https://doi.org/10.25008/jkiski.v8i2.752

Downloads

Published

2025-08-22

How to Cite

Andri Sahata Sitanggang, Rafi Nurfauzi, Rafii Rabani, Luckman Tejahadikusumah, & Surya Widyatama. (2025). Pengaruh Fitur Kompetitif Mobile Legends terhadap Kepuasan Mahasiswa UNIKOM Jurusan Sistem Informasi Angkatan 2023. Journal Innovation In Education, 3(3), 192–197. https://doi.org/10.59841/inoved.v3i3.3235

Similar Articles

<< < 1 2 3 > >> 

You may also start an advanced similarity search for this article.