ArticleData in brief2026
Dataset on mobile video game engagement, gamer experience, and behavioral intentions among Indonesian gamers in a transient educational hub using PLS-SEM.
Article in Data in brief, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
0 citing papers in PubMed.
No citing paper in PubMed yet.
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
This paper presents a dataset examining mobile video game engagement and gamer experience among Indonesian gamers residing in a transient educational hub, Kampung Inggris, Pare, Kediri, East Java. Data were collected through an online questionnaire distributed to 202 valid respondents belonging to the Millennial (born 1981-1996) and Generation Z (born 1997-2012) cohorts who had actively played video games within the past year. The dataset captures thirteen constructs: Telepresence (TP), Focused Attention (FA), Role Projection (RP), Fantasy Fulfillment (FF), Emotional Involvement (EI), Enjoyment (EJ), Arousal (AR), Gamer Experience (GE), Video Game Engagement (VGE), Intention to Continue Playing (ICP), Intention to Purchase Game Items (IPI), Intention to Engage in Word-of-Mouth (IWOM), and Intention to Recruit New Players (IRN), measured across 72 Likert-scale indicators. Analysis was performed using Partial Least Squares Structural Equation Modeling (PLS-SEM) with SmartPLS 4. The dataset package includes raw survey data, a cleaned PLS-ready input file, SmartPLS algorithm output, bootstrapping results, Importance-Performance Map Analysis (IPMA) output, PLSpredict results, questionnaire items, English and Bahasa Indonesia versions of the questionnaire, and informed consent. This dataset is a resource for researchers investigating affect-related engagement, behavioral intentions, and social gaming dynamics within mobile and peer-concentrated digital environments.
Indexed as
Identifiers
What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.