Abstract:
The mobile games market is one of the most profitable, exceeding the film industry. In terms of revenue, Indonesia is one of Southeast Asia's biggest games markets. However, local company only dominate 0.2% of market in Indonesia. This research discussed which factors of the mobile games that affects consumers to play and pay in mobile games. In this research, the Intention to Play was predicted to mediate the relationship between Time Flexibility, Diversion, and Challenge with the Intention to Pay. The methodology was a quantitative approach of 324 mobile games' players with genre strategy, Multiplayer Online Battle Arena (MOBA), and action in this research collected through online surveys using non-probability sampling and purposive sampling. This research employed Exploratory Factor Analysis (EFA) via SPSS v. 26 to check the validity and the reliability of the data and Confirmatory Factor Analysis (CFA) via AMOS to analyze the hypotheses and derive our conclusion. The results show that the construct Challenge positively affects the Intention to Play and Pay in mobile games, while Time Flexibility and Diversion are not affecting the Intention to Play and Pay. Moreover, the result indicated the factor that had the higher effect is Challenge that can be considered by game developers and industry.