Pengaruh Fitur Kompetitif Mobile Legends terhadap Kepuasan Mahasiswa UNIKOM Jurusan Sistem Informasi Angkatan 2023
DOI:
https://doi.org/10.59841/inoved.v3i3.3235Keywords:
Competitive Features, Mobile Legends, Gamification, User Satisfaction, Digital EntertainmentAbstract
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
How to Cite
Issue
Section
License
Copyright (c) 2025 Journal Innovation In Education

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.





