Very rapid progress in the field of internet technology and the emergence of online games have a major influence on various aspects of human life. So, we need a strategy that can attract consumers' interests and be asked to keep consumers committed to playing and paying in a sustainable manner in the future. Flexibility, passion, challenge, competition, pleasure, fantasy, social interaction, and the flow of experience with the intention to pay for online games with the intention to play as mediation. The sampling technique used is non probability sampling. The collected data is processed and processed using the IBM SPSS Statistics 22 program for windows and LISREL 8.8. Challenge, Passion and Fun have a direct effect (direct effect) on intention to play, and an indirect effect (indirect effect) on intention to pay with intention to play as mediation. The intention to play has a direct influence on the intention to pay. Time flexibility, competition, fantasy, social interaction, and flow experience do not have a direct influence on the intention to play. Flexibility of Time, Competition, Fantasy, Social Interaction, and Experience Flow are also not related to the intention to pay with the intention of playing as mediation. |