Dataset on Video Game Engagement and Gamer Experience among Indonesian Video Game Players using Partial Least Squares Structural Equation Model (PLS-SEM)
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This dataset explores video game engagement and gamer experience among Indonesian Millennial (born 1981–1996) and Generation Z (born 1997–2012) players. Data were collected via Google Forms from 202 respondents who actively played video games. The study investigates the antecedents of Gamer Experience (Telepresence, Focused Attention, Role Projection, Fantasy Fulfillment, Emotional Involvement, Enjoyment, and Arousal) and their influence on Video Game Engagement and behavioral intentions (Intention to Continue Playing, Intention to Purchase Game Items, Intention to Engage in Word-of-Mouth, and Intention to Recruit New Players). Analysis was conducted using Partial Least Squares Structural Equation Modeling (PLS-SEM) in SmartPLS 4. The dataset includes raw survey data, cleaned PLS input data, SmartPLS algorithm results, bootstrapping results (5,000 subsamples), Importance-Performance Map Analysis (IPMA) output, and PLSpredict results.



