The research study is conducted to measure
the motivation levels of the youngsters of Saudi Arabia in order to purchase
the mobile games. It also offers the various innovative ways of motivation that
can be utilized by the mobile companies in order to motivate their customers in
effective manners. The soaring mobile
gaming could also be attributed to the increasing competition in the mobile
industry that forces the mobile manufacturers and operators to find effective
strategies to stay in business. To
determine the influence of perceived usefulness of mobile games on the purchase
of mobile games among youth in Saudi Arabia. The
study also provides an initial understanding of the different motives among
Saudi youths and other youths in the world. The mobile
gamers vary in their needs
and values – characteristics responsible for the variation in their
purchasing behavior of mobile games. Both kinds of research methods qualitative
and quantitative have been utilized in order to conduct this research study. This paper will be quantitative
research under the Unified Theory
of Acceptance and Use of Technology (UTAUT2) model as a comprehensive
theoretical framework
The online platform is
considered convenient for data collection, and the collected data will be
imported to an MS Excel spreadsheet at the end of the data collection process
for analysis using Statistical Packages for Social Sciences (SPSS), version
20.0. The statistical significance will be set at 0.05. Multiple linear regression analysis
is performed in order to analyze the association between two or more
independent variables and done on the Purchase Intention (dependent variable),
Performance Expectancy, Social Influence, Hedonic Motivation, Price Value, and
Habit (independent variables). The values of the R Square are near 0.4 which shows the independent
variables have more than 40% percent of the impact on the dependent variables. It
has been observed in this study that all the independent variables have a positive
significant relationship with dependent variables.
Key Words: Purchase Intention, Performance Expectancy, Social
Influence, Hedonic Motivation, Price Value, and Habit