Analisis Faktor-Faktor yang Mempengaruhi Adiksi Pada MMORPG (Studi Kasus: Final Fantasy XIV)

Main Article Content

Reihan Putra
Betty Purwandari
Riri Satria


The number of video game players worldwide escalates yearly. The easy access to games has undeniably led many individuals to experience addiction. In 2019, the World Health Organization (WHO) officially classified game addiction as a disease. Among the various genres, the Massive Multiplayer Online Role-Playing Game (MMORPG) genre stands out as one of the most addictive. The MMORPG game dominating the market is Final Fantasy XIV, boasting an impressive player base of 27 million. This study aims to identify factors driving addiction to Final Fantasy XIV. The research adopts the MMORPG Affordance theory and Motivation Factors as the underlying research model. Out of 132 valid questionnaire responses, three hypotheses emerge as statistically significant in influencing addiction. The findings of this study offer valuable insights for policymakers and decision-makers, enabling them to devise strategies to prevent MMORPG addiction and foster a healthy virtual environment conducive to productivity

Article Details

How to Cite
Putra, R., Purwandari, B., & Satria, R. (2023). Analisis Faktor-Faktor yang Mempengaruhi Adiksi Pada MMORPG (Studi Kasus: Final Fantasy XIV). JITSI : Jurnal Ilmiah Teknologi Sistem Informasi, 4(4), 162 - 170.


R. Munoz-Miralles et al., “The problematic use of Information and Communication Technologies (ICT) in adolescents by the cross sectional JOITIC study,” BMC Pediatrics, vol. 16, no. 1, pp. 1–11, Aug. 2016, doi: 10.1186/S12887-016-0674-Y/TABLES/6
[2] J. Dieris-Hirche et al., “Problematic gaming behavior and the personality traits of video gamers: A cross-sectional survey.,” Computers in Human Behavior, vol. 106, no. July 2019, p. 106272, 2020, doi: 10.1016/j.chb.2020.106272.
[3] D. Bacchini, G. De Angelis, and A. Fanara, “Identity formation in adolescent and emerging adult regular players of massively multiplayer online role-playing games (MMORPG),” Computers in Human Behavior, vol. 73, pp. 191–199, Aug. 2017, doi: 10.1016/J.CHB.2017.03.045.
[4] D. Smahel, L. Blinka, and O. Ledabyl, “Playing MMORPGs: Connections between addiction and identifying with a character,” Cyberpsychology and Behavior, vol. 11, no. 6, pp. 715–718, 2008, doi: 10.1089/cpb.2007.0210.
[5] S. You, E. Kim, and D. Lee, “Virtually Real: Exploring AvatarIdentification in Game Addiction among Massively Multiplayer Online Role-Playing Games (MMORPG) Players Sukkyung,” Games and Culture, vol. 12, no. 1, pp. 56–71, 2017, doi: 10.1177/1555412015581087.
[6] K.-T. Chen, P. Huang, C.-Y. Huang, and C.-L. Lei, “Game traffic analysis,” pp. 19–24, Jun. 2005, doi: 10.1145/1065983.1065988.
[7] H. Wang, Z. Zhang, M. N. A. Khalid, H. Iida, and K. Li, “Mmorpg evolution analysis from explorer and achiever perspectives: A case study using the final fantasy series,” Information (Switzerland), vol. 12, no. 6, pp. 1–18, 2021, doi: 10.3390/info12060229.
[8] “The Game Awards | Streaming Live Thursday, December 8.” Accessed: May 28, 2023. [Online]. Available:
[9] ASAM, “What is the definition of addiction?,” Definition of Addiction. Accessed: Jun. 07, 2023. [Online]. Available:
[10] M. D. Griffiths, D. J. Kuss, O. Lopez-Fernandez, and H. M. Pontes, “Problematic gaming exists and is an example of disordered gaming,” Journal of Behavioral Addictions, vol. 6, no. 3, pp. 296–301, 2017, doi: 10.1556/2006.6.2017.037.
[11] M. Basel Almourad, J. McAlaney, T. Skinner LiMETOOLS Megan Pleva LiMETOOLS Raian Ali, and M. Basel, “Defining digital addiction: Key features from the literature Defining digital addiction: Key features from the literature Recommended Citation Recommended Citation,” 2020, doi: 10.2298/PSI191029017A.
[12] S. Sepehr and M. Head, “Online video game addiction: A review and an information systems research agenda,” 19th Americas Conference on Information Systems, AMCIS 2013 - Hyperconnected World: Anything, Anywhere, Anytime, vol. 4, pp. 2590–2600, 2013.
[13] M. Peeters, I. Koning, J. Lemmens, and R. van Den Eijnden, “Normative, passionate, or problematic? Identification of adolescent gamer subtypes over time,” Journal of Behavioral Addictions, vol. 8, no. 3, pp. 574–585, 2019, doi: 10.1556/2006.8.2019.55.
[14] Z. Xu, O. Turel, and Y. Yuan, “Online game addiction among adolescents: Motivation and prevention factors,” European Journal of Information Systems, vol. 21, no. 3, pp. 321–340, 2012, doi: 10.1057/ejis.2011.56.
[15] A. J. Van Rooij, T. M. Schoenmakers, A. A. Vermulst, R. J. J. M. Van Den Eijnden, and D. Van De Mheen, “Online video game addiction: identification of addicted adolescent gamers,” Addiction, vol. 106, no. 1, pp. 205–212, Jan. 2011, doi: 10.1111/J.1360-0443.2010.03104.X.
[16] H. Sakaguchi and M. Sakakibara, Final fantasy. Sony Pictures Home Entertainment, 2006.
[17] K. C. Berridge and T. E. Robinson, “Liking, wanting, and the incentive-sensitization theory of addiction.,” American Psychologist, vol. 71, no. 8, p. 670, 2016.
[18] S. H. Hsu, M. H. Wen, and M. C. Wu, “Exploring user experiences as predictors of MMORPG addiction,” Computers and Education, vol. 53, no. 3, pp. 990–999, Nov. 2009, doi: 10.1016/j.compedu.2009.05.016
[19] C. Klimmt, H. Schmid, and J. Orthmann, “Exploring the enjoyment of playing browser games,” Cyberpsychology and Behavior, vol. 12, no. 2, pp. 231–234, Apr. 2009, doi: 10.1089/CPB.2008.0128.
[20] M. L. Markus and M. Silver, “A Foundation for the Study of IT Effects: A New Look at DeSanctis and Poole’s Concepts of Structural Features and Spirit,” Journal of the Association for Information Systems, vol. 9, no. 10, pp. 609–632, Oct. 2008, doi: 10.17705/1jais.00176.
[21] Z. W. Y. Lee, C. M. K. Cheung, and T. K. H. Chan, “Understanding massively multiplayer online role-playing game addiction: A hedonic management perspective,” Information Systems Journal, vol. 31, no. 1, pp. 33–61, Jan. 2021, doi: 10.1111/isj.12292.
[22] M. Ishtiaq, “Creswell, J. W. (2014). Research Design: Qualitative, Quantitative and Mixed Methods Approaches (4th ed.). Thousand Oaks, CA: Sage,” English Language Teaching, vol. 12, no. 5, p. 40, Jan. 2019, doi: 10.5539/ELT.V12N5P40.
[23] M. Ayu et al., “Smart City Readiness Model Using Technology-Organization-Environment (TOE) Framework and Its Effect on Adoption Decision,” 2018
[24] Khoirunnida, A. N. Hidayanto, B. Purwandari, R. Yuliansyah, and M. Kosandi, “Factors influencing citizen’s intention to participate in e-participation: Integrating Technology Readiness on Social Cognitive Theory,” Proceedings of the 2nd International Conference on Informatics and Computing, ICIC 2017, vol. 2018-January, pp. 1–7, Feb. 2018, doi: 10.1109/IAC.2017.8280635.
[25] R. C. Handayani, B. Purwandari, I. Solichah, and P. Prima, “The impact of Instagram" call-to-action" buttons on customers’ impulse buying,” in Proceedings of the 2nd International Conference on Business and Information Management, 2018, pp. 50–56.
[26] A. N. Hidayanto, B. Purwandari, D. Kartika, M. Kosandi, and others, “Factors influencing citizen’s intention to participate electronically: The perspectives of social cognitive theory and e-government service quality,” in 2017 International Conference on Advanced Computer Science and Information Systems (ICACSIS), 2017, pp. 166–171.
[27] B. Purwandari, L. Khairiyah, M. Purwaningsih, A. N. Hidayanto, N. F. A. Budi, and K. Phusavat, “Why do people donate online? A perspective from dual credibility transfer,” International Review on Public and Nonprofit Marketing, pp. 1–33, 2022