Published: 2026-08-11
The Effect of Perceived Enjoyment and Social Interaction on Continuance Intention Through User Satisfaction Among Valorant Players in Bandung City
DOI: 10.35870/ijmsit.v6i2.8039
Afif Nasywa Ramadhan, Faizal Fardhani Sigarlaki
- Afif Nasywa Ramadhan: Universitas Jenderal Achmad Yani
- Faizal Fardhani Sigarlaki: Universitas Jenderal Achmad Yani
Article Metrics
- Scopus Citations
- Google Scholar
- Crossref Citations
- Semantic Scholar
- DataCite Metrics
-
If the link doesn't work, copy the DOI or article title for manual search (API Maintenance).
Abstract
This study aims to analyze the effect of perceived enjoyment and social interaction on continuance intention through user satisfaction among Valorant players in the city of Bandung. This research is motivated by the decline in Valorant's global monthly active player count, from approximately 24–25 million in mid-2024 to 17–20 million by the end of 2025, as well as the fluctuating pattern of information searches about Valorant in Indonesia, which indicates an issue with players' continuance intention. This study uses a quantitative approach with a survey method. The research sample consisted of 116 respondents selected using a purposive sampling technique, with the criteria of being at least 17 years old, having played Valorant at least once in the last three months, and residing in the city of Bandung. Data were analyzed using multiple linear regression and the Sobel test with the assistance of SPSS version 25. The results show that perceived enjoyment and social interaction have a positive and significant effect on user satisfaction, and user satisfaction has a positive and significant effect on continuance intention. Directly, only social interaction has a significant effect on continuance intention, while perceived enjoyment has no significant direct effect and is thus fully mediated by user satisfaction, whereas the effect of social interaction is partially mediated. These findings indicate that enjoyment in playing only drives continuance intention after being processed through satisfaction, whereas social interaction drives that intention both directly and through user satisfaction. This study reinforces the integration of the Expectation Confirmation Model, the concept of a hedonic information system, and self-determination theory in the study of post-adoption user behavior in online games. The findings can serve as input for Riot Games and other stakeholders in the competitive gaming industry in designing player retention strategies that emphasize playing enjoyment, the quality of social interaction, and user satisfaction.
Keywords
Valorant; Perceived Enjoyment; Social Interaction; User Satisfaction; Continuance Intention
Peer Review Process
This article has undergone a double-blind peer review process to ensure quality and impartiality.
Indexing Information
Discover where this journal is indexed at our indexing page.
Open Science Badges
This journal supports transparency in research and encourages authors to meet criteria for Open Science Badges.
How to Cite
Article Information
This article has been peer-reviewed and published in the International Journal of Management Science and Information Technology. The content is available under the terms of the Creative Commons Attribution 4.0 International License.
-
Issue: Vol. 6 No. 2 (2026)
-
Section: Articles
-
Published: 2026-08-11
-
License: CC BY 4.0
-
Copyright: © 2026 Authors
-
DOI: 10.35870/ijmsit.v6i2.8039
AI Research Hub
This article is indexed and available through various AI-powered research tools and citation platforms. Our AI Research Hub ensures that scholarly work is discoverable, accessible, and easily integrated into the global research ecosystem.
Afif Nasywa Ramadhan, Universitas Jenderal Achmad Yani
Management Study Program, Faculty of Economics and Business, Universitas Jenderal Achmad Yani, Cimahi City, West Java Province, Indonesia
-
Adachi, P. J. C., & Willoughby, T. (2017). The Link Between Playing Video Games and Positive Youth Outcomes. Child Development Perspectives, 11(3), 202–206. https://doi.org/10.1111/cdep.12232
-
Bhattacherjee, A. (2001). Understanding Information Systems Continuance: An Expectation-Confirmation Model1. MIS Quarterly 1 September 2001; 25 (3): 351–370. https://doi.org/10.2307/3250921
-
Bisberg, A. J., Shaikh, S. J., Zeng, Y., Morstatter, F., Chen, E., Ferrara, E., & Williams, D. (2025). Communication Patterns Predict Team Skill in Multiplayer Online Games. Proceedings of the ACM on Human-Computer Interaction, 9(7). https://doi.org/10.1145/3757569
-
Cahyati, P., & Fazizah, A. (2025). Peran User Satifaction Dalam Memediasi Pengaruh Perceived Security and Risk, Perceived Ease of Use, Perceived Enjoyment Terhadap Continous Intention Of Cashless System (Studi Pada Konsumen Pengguna Cashless System di UMKM Food and Beverage Kota Malang). RIGGS: Journal of Artificial Intelligence and Digital Business, 4(3), 3278–3289. https://doi.org/10.31004/riggs.v4i3.2460
-
-
Casale, S., Musicò, A., & Spada, M. M. (2021). A systematic review of metacognitions in Internet Gaming Disorder and problematic Internet, smartphone and social networking sites use. Clinical Psychology and Psychotherapy, 28(6), 1494–1508. https://doi.org/10.1002/cpp.2588
-
Davis, F. D. (1989). Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology. MIS Quarterly 1 September 1989; 13 (3): 319–340. https://doi.org/10.2307/249008
-
Fitri & Hatta, M. I. (2022). Pengaruh Stres terhadap Adiksi Game Online pada Remaja Akhir. In Bandung Conference Series: Psychology Science, 2(2), 208–209. https://doi.org/10.29313/bcsps.v2i3.2949
-
Heijden, H. van der. (2004). User Acceptance of Hedonic Information Systems1. MIS Quarterly 1 December 2004; 28 (4): 695–704. https://doi.org/10.2307/25148660
-
Husniah, L., Kholimi, A. S., Yuhana, U., Yuniarno, E. mulyanto, & Hery Purnomo, M. (2025). Analyzing User Experience and Satisfaction in the B-Block Game-Based Assessment. Jurnal Nasional Pendidikan Teknik Informatika: JANAPATI, 14(1), 158–168. https://doi.org/10.23887/janapati.v14i1.92784
-
-
Kang, Y. S., & Lee, H. (2010). Understanding the role of an IT artifact in online service continuance: An extended perspective of user satisfaction. Computers in Human Behavior, 26(3), 353–364. https://doi.org/10.1016/j.chb.2009.11.006
-
-
Keraf, B. B. B., Pramana, E., & Gunawan. (2025). Factors Influencing Continuance Intention to Play Online Games. Teknika, 14(1), 78–88. https://doi.org/10.34148/teknika.v14i1.1163
-
Koçak, Ö. E., Gorgievski, M., & Bakker, A. B. (2024). Recovery from work by playing video games. Applied Psychology, 73(3), 1331–1360. https://doi.org/10.1111/apps.12519
-
Kuo, C. S., & Hsu, C. C. (2022). Continuance Intention to Use and Perceived Net Benefits as Perceived by Streaming Platform Users: An Application of the Updated IS Success Model. Behavioral Sciences, 12(5). https://doi.org/10.3390/bs12050124
-
Lukas Marcelino, S., Leo, G., & Rafdinal, W. (2021). Esports: an empirical study of factors affecting continuance intention. In 2nd International Seminar of Science and Applied Technology (ISSAT 2021) (pp. 690-696). Atlantis Press. https://doi.org/10.2991/aer.k.211106.107
-
-
Mekler, E. D., Bopp, J. A., Tuch, A. N., & Opwis, K. (2014). A systematic review of quantitative studies on the enjoyment of digital entertainment games. Conference on Human Factors in Computing Systems - Proceedings, 927–936. https://doi.org/10.1145/2556288.2557078
-
-
-
Mulachela, A., Rizki, K., & Wahyudin, Y. A. (2020). Analisis Perkembangan Industri Game di Indonesia Melalui Pendekatan Rantai Nilai Global (Global Value Chain). Indonesian Journal of Global Discourse, 2(2), 32-51. https://doi.org/10.29303/ijgd.v2i2.17
-
Muliani, A. S., Saragih, B., & Risky Ramadhan, D. (2024). Dampak perilaku pada mahasiswa akibat kecanduan pada game online. Jurnal Media Akademik (JMA), 2(6). https://doi.org/10.62281/v2i6.611
-
Nakagomi, A., Ide, K., Kondo, K., & Shiba, K. (2025). Digital Gaming and Subsequent Health and Well-Being Among Older Adults: Longitudinal Outcome-Wide Analysis. Journal of Medical Internet Research, 27. https://doi.org/10.2196/69080
-
-
Ningrum, N. A., & Yudistria, Y. (2025). Pengaruh Keualias Pengalaman, Kepercayaan dan Kepuasan terhadap Keterlibatan dan Loyalitas Pelanggan pada Pengguna E-Wallet. MAMEN: Jurnal Manajemen, 4(4), 962–977. https://doi.org/10.55123/mamen.v4i4.6758
-
Patzer, B., Chaparro, B., & Keebler, J. R. (2020). Developing a Model of Video Game Play: Motivations, Satisfactions, and Continuance Intentions. Simulation and Gaming, 51(3), 287–309. https://doi.org/10.1177/1046878120903352
-
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
-
Pujiyana, P., Sawitri, S., Setiawan, I., Anggraeni, L., & Rosidi, Moh. I. (2025). Pengaruh Media Sosial dan Game Online Terhadap Interaksi Sosial mahasiswa (Studi di Universitas Nasional Pasim). Indonesian Journal of Social Science, 3(2), 58–66. https://doi.org/10.58818/ijss.v3i2.127
-
Puspasari, S. I., & Rojuaniah, R. (2023). Pengaruh enjoyment dan persepsi kegunaan terhadap continuance intention pada layanan over the top lokal. Implementasi Manajemen & Kewirausahaan, 3(2), 1–15. https://doi.org/10.38156/imka.v3i2.216
-
Ramadhan, N. S., & Nurdiansyah, D. (2024). Komunikasi Virtual dalam Penyusunan Strategi di Game Online Valorant (Studi pada Komunitas Komunikasi Gaming Universitas Pancasila). Publish: Basic and Applied Research Publication on Communications, 3(2), 130-148. https://doi.org/10.35814/publish-.v3i2.7349
-
Rifkiana, M. F., & Efrilianda, D. A. (2024). Effect of social interaction and gamer-game relationships on Mobile Legends gamer retention in Indonesia: Experimental study. Journal of Advances in Information Systems and Technology, 6(2), 219-235. https://doi.org/10.15294/jaist.v6i2.5010
-
-
-
Ryan, R. M., & Deci, E. L. (2000). Self-Determination Theory and the Facilitation of Intrinsic Motivation, Social Development, and Well-Being Self-Determination Theory. Ryan. https://doi.org/DOI:10.1037110003-066X.55.1.68
-
Shi, Y. D., Feng, H. X., Liu, J., Ma, Y. L., & Qi-Xiao. (2024). Mobile online game experience and community interaction: Mechanisms affecting user satisfaction. Acta Psychologica, 251. https://doi.org/10.1016/j.actpsy.2024.104591
-
-
Thong, J. Y. L., Hong, S. J., & Tam, K. Y. (2006). The effects of post-adoption beliefs on the expectation-confirmation model for information technology continuance. International Journal of Human Computer Studies, 64(9), 799–810. https://doi.org/10.1016/j.ijhcs.2006.05.001
-
Trepte, S., Reinecke, L., & Juechems, K. (2012). The social side of gaming: How playing online computer games creates online and offline social support. Computers in Human Behavior, 28(3), 832–839. https://doi.org/10.1016/j.chb.2011.12.003
-
Wibowo, tony, & Ho, E. V. (2023). Video Game Success Using D&M among Batam Consumers. JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING, 7(1), 123–132. https://doi.org/10.31289/jite.v7i1.9619
-
Wu, C.-H., Lai, C.-W., & Chen, S.-C. (2020). The perspective of information system success with social interaction on online game continuance: the moderating role of gender, age, and play frequency. International Journal of Mobile Communications, 18(5), 571-597. https://doi.org/10.1504/IJMC.2020.109972

This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors who publish with this journal agree to the following terms:
1. Copyright Retention and Open Access License
Authors retain copyright of their work and grant the journal non-exclusive right of first publication under the Creative Commons Attribution 4.0 International License (CC BY 4.0).
This license allows unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
2. Rights Granted Under CC BY 4.0
Under this license, readers are free to:
- Share — copy and redistribute the material in any medium or format
- Adapt — remix, transform, and build upon the material for any purpose, including commercial use
- No additional restrictions — the licensor cannot revoke these freedoms as long as license terms are followed
3. Attribution Requirements
All uses must include:
- Proper citation of the original work
- Link to the Creative Commons license
- Indication if changes were made to the original work
- No suggestion that the licensor endorses the user or their use
4. Additional Distribution Rights
Authors may:
- Deposit the published version in institutional repositories
- Share through academic social networks
- Include in books, monographs, or other publications
- Post on personal or institutional websites
Requirement: All additional distributions must maintain the CC BY 4.0 license and proper attribution.
5. Self-Archiving and Pre-Print Sharing
Authors are encouraged to:
- Share pre-prints and post-prints online
- Deposit in subject-specific repositories (e.g., arXiv, bioRxiv)
- Engage in scholarly communication throughout the publication process
6. Open Access Commitment
This journal provides immediate open access to all content, supporting the global exchange of knowledge without financial, legal, or technical barriers.