Evidence map›Paper›PMID 42733738›Full record

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.

Fyona Chelindiva, Vita Megawati, Laurence

Abstract read
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

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.

2 · The registry

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.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors.

Fyona ChelindivaFaculty of Economics and Business, Universitas Pelita Harapan.
Vita MegawatiFaculty of Economics and Business, Universitas Pelita Harapan.
LaurenceIndustrial Engineering Department, Faculty of Science and Technology, Universitas Pelita Harapan.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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

ArousalBehavioral intentionEnjoymentGamer experienceMobile gamingPLS-SEMSmartPLS 4Video game engagement

Identifiers

PMID42733738
PMCPMC13571501

What OpenQuestion holds

Textmetadata
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Registered trials

None linked

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.