Empirical study on perceived behavior of Generation Z towards Mobile game during Covid-19 Pandemic: A structural Equation Modelling Approach

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Zachariah John A. Belmonte, Nemalyn P. Decapia

Abstract

Since the Philippines is currently under lockdown due to a pandemic, this study was conducted to determine how much time Generation Z (Gen Z), which was born between 1997 and 2012 and ranged in age from 6 to 24, spent playing multi-player games on smartphones and how satisfied they were with their performance. During these times, this group called Gen Z was among the population which utilizes the use of mobile technology, it is constantly developing and evolving when it comes to the mobile game industry.


Mobile games are any games that may be played on a portable device such as a smartphone, tablet, or other similar device. Multiplayer Online Battle Arena Games (MOBAG) is one of the popular smartphone games among Generation Z. The researchers employed Structural Equation Modeling (SEM) and the Self-Affirmation Theory (SAT) to determine the satisfaction of CODM to Generation Z in the setting of this study. The researchers conducted a poll and received 250 legitimate responses from Generation Z, with most of the participants being female. The researchers discovered that the influence of self-worth on playtime has the biggest patch coefficient, which is displayed in the outcome section, where the study model's factor loadings are displayed. As the researchers determined the impact of self-worth with playtime having a high impact relationship, self-worth does not significantly relate to satisfaction. The researchers also showed their data fits to the given model table (GFI = 0.86, CFI = 0.92, AGFI = 0.82, TLI = 0.92, IFI = 0.93, RMSEA = 0.068, CMIN/DF = 2.9).

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