Abstract—The Filipinos are current in lockdown that is to prevent the spreading of COVID-19 in the country. In this paper, we are focusing in determining the playtime and satisfaction of Gen Z-ers which were born from 1997 onwards who plays Mobile Legends: Bang Bang. In this paper, we utilize the Structural Equation Modelling (SEM) and applying the Self-Affirmation Theory (SAT) for the research framework of this study. The researchers gathered 257 valid participants in which most of them were high school and college students. We will see in the result section the factor loadings of our model wherein we found out that the impact of self-worth to playtime has the largest patch coefficient. Surprisingly, we also found out that there is no significant effect in the self-worth to satisfaction. We also showed here that the model fits our data giving the result of index is within the suggested values (GFI = 0.86, CFI = 0.92, AGFI = 0.82, TLI = 0.92, IFI = 0.93, RMSEA = 0.068, CMIN/DF = 2.9).
Index Terms—COVID -19, Esports, mobile legends, Esports satisfaction.
Ryuichi T. Kishimoto and Yogi Tri Prasetyo are with the School of Industrial Engineering and Engineering Management, Mapúa University, Philippines (e-mail: email@example.com, firstname.lastname@example.org).
Satria Fadil Persada is with the Business Management Department, Institut Teknologi Sepuluh Nopember (ITS), Surabaya, Indonesia (e-mail: email@example.com).
A. A. N. Perwira Redi is with Bina Nusantara University, Jakarta, Indonesia (e-mail: firstname.lastname@example.org).