Galihwara Galihwara
Universitas Bunda Mulia, Indonesia

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The Perceived of Casual Gaming and Perceived of Play-to-Earn Gaming on User Engagement Intention Mediated by Marketplace Platform Experiences Galihwara Galihwara; Michael Christian; Liem Bambang Sugiyanto; Danial Thaib; Ratlan Pardede
Enrichment: Journal of Multidisciplinary Research and Development Vol. 3 No. 12 (2026): Enrichment: Journal of Multidisciplinary Research and Development
Publisher : International Journal Labs

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55324/enrichment.v3i12.654

Abstract

This study examines the relationships between Perceived Casual Gaming, Perceived Play-to-Earn Gaming, User Engagement Intention, and Marketplace Platform Experience in the mobile gaming context. The study is motivated by the contrasting phenomenon in which casual games can attract strong user interest despite primarily offering entertainment, while play-to-earn games offer potential economic value but may not generate equivalent engagement. Drawing on Uses and Gratifications Theory, Theory of Consumption Values, Technology Acceptance Model, Self-Determination Theory, and user engagement literature, the study proposes a model in which Marketplace Platform Experience functions as a mediator between perceptions of game type and User Engagement Intention. A quantitative cross-sectional survey was conducted among mobile game users in the Greater Jakarta gaming community using purposive sampling. The journal analysis retains the earlier questionnaire dataset and focuses on four constructs to provide a more parsimonious management-oriented model. Data were analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM) with SmartPLS 4.0. The retained dataset indicates that Perceived Casual Gaming significantly affects Marketplace Platform Experience (? = 0.246; t = 2.200; p = 0.030), while Perceived Play-to-Earn Gaming also significantly affects Marketplace Platform Experience (? = 0.189; t = 2.109; p = 0.037). However, neither Perceived Casual Gaming nor Perceived Play-to-Earn Gaming has a statistically significant direct effect on User Engagement Intention, and Marketplace Platform Experience does not show a significant direct effect on User Engagement Intention. The indirect effect of Perceived Casual Gaming through Marketplace Platform Experience is significant (? = 0.292; t = 3.243; p = 0.002), whereas the corresponding indirect effect for Perceived Play-to-Earn Gaming is not significant. These findings suggest that marketplace experience may be more relevant as a mechanism linking perceptions of casual gaming to engagement than as a direct determinant of engagement in the earlier dataset