Proceedings of the 2026 3rd International Conference on Public Relations and Media Communication (PRMC 2026)

2026 3rd International Conference on Public Relations and Media Communication (PRMC 2026)

📍Kunming, China🗓️ 12-14 June 2026

The Impact of Uses and Gratifications on Usage Intention in MOBA Games: Evidence from League of Legends

Authors
Xixu Gong1, *
1School of Management, Chongqing Institute of Technology, Chongqing, 400050, China
*Corresponding author. Email: xixugong66@gmail.com
Corresponding Author
Xixu Gong
Available Online 4 September 2026.
DOI
10.2991/978-2-38476-609-3_34How to use a DOI?
Keywords
Uses and Gratifications; MOBA; Perceived Enjoyment
Abstract

In recent years, the issue of user retention in MOBA (Multiplayer Online Battle Arena) games has become increasingly severe, However, there is still limited research on how psychological mechanisms affect users’ willingness to continue using. Therefore, this article takes “League of Legends” as the research object, based on uses and gratifications, Introducing the variable of perceived enjoyment to construct a theoretical model, exploring the influencing factors between achievement satisfaction, competitive satisfaction, social satisfaction, and immersive satisfaction and usage intention. The study obtained 221 valid samples through a questionnaire survey and analyzed the correlation, regression, and mediation effects using SPSS. The results indicate that achievement, satisfaction, social satisfaction, and competitive satisfaction significantly affect usage intention and play a fully mediating role between immersive satisfaction and usage intention. Research suggests that gaming companies should strengthen achievement feedback mechanisms, optimize the design of social and gaming competition systems, emphasize the balance optimization of random gameplay, and achieve the goal of improving user retention by enhancing user pleasure.

Copyright
© 2026 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 2026 3rd International Conference on Public Relations and Media Communication (PRMC 2026)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
4 September 2026
ISBN
978-2-38476-609-3
ISSN
2352-5398
DOI
10.2991/978-2-38476-609-3_34How to use a DOI?
Copyright
© 2026 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Xixu Gong
PY  - 2026
DA  - 2026/09/04
TI  - The Impact of Uses and Gratifications on Usage Intention in MOBA Games: Evidence from League of Legends
BT  - Proceedings of the 2026 3rd International Conference on Public Relations and Media Communication (PRMC 2026)
PB  - Atlantis Press
SP  - 308
EP  - 315
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-38476-609-3_34
DO  - 10.2991/978-2-38476-609-3_34
ID  - Gong2026
ER  -