Analysis of Factors that Influence User Acceptance of PERSIS Solo Application with Unified Theory of Acceptance and Use of Technology 2 (UTAUT 2) Model
Article Sidebar
Abstract:
Background of study: In the digital era, football clubs increasingly adopt mobile applications to enhance fan engagement and service delivery. The PERSIS Solo application is a new digital innovation that provides official club information, ticket sales, and merchandise services. However, there has been no prior evaluation of user acceptance, which is crucial for ensuring the successful adoption and continued use of such technology.
Aims and scope of paper: This study examines the determinants of user adoption of the PERSIS Solo mobile application through the application of the Unified Theory of Acceptance and Use of Technology 2 (UTAUT 2) framework. There are several influences of key factors examined in this study, they are performance expectancy, effort expectancy, social influence, facilitating conditions, hedonic motivation, price value, and habitual behavior on user acceptance, while taking into account the moderating role of demographic variables such as age, gender, and user experience.
Methods: A quantitative approach was employed with 150 active users of the PERSIS Solo application as respondents. Data were examined using Structural Equation Modeling with Partial Least Squares (SEM-PLS) in SmartPLS to assess the validity and reliability of constructs as well as the relationships between variables.
Results: Out of 25 tested hypotheses, six were supported. Social influence, hedonic motivation, and habit significantly influenced Behavioral Intention, while facilitating conditions, habit, and Behavioral Intention significantly affected Use Behavior.
Conclusion: The study concludes that hedonic motivation and habit are dominant predictors of user acceptance and actual usage. The findings provide empirical insights for improving mobile applications in sports organizations and contribute to understanding digital fan-engagement systems in Indonesia.
Keywords: Mobile Application, User Acceptance, UTAUT2, SEM-PLS, Persis Solo
Downloads
Copyright (c) 2025 Faiz Muhammad, Dyah Ayu Irawati, Muhammad Hafiz Kurniawan

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
References
Alfeno, S., & Tiana, W. I. (2018). Aplikasi Mobile Commerce (M-Commerce) berbasis Android Hybrid. Journal Cerita, 4(2). https://doi.org/10.33050/cerita.v4i2.640
Andry, J. F., Herlina, & Rianto, A. (2023). Analisis Kepuasan Pelanggan Pada E-Commerce Shopee Dengan Metode UTAUT Customer Satisfaction Analysis on Shopee E-Commerce Using the UTAUT Method. Cogito Smart Journal |, 9(1). https://doi.org/10.31154/cogito.v9i1.454.73-83
Anggriani, E. F., Mutiah, N., & Febriyanto, F. (2023). Analisis Penerimaan dan Kepuasan User Aplikasi Peduli Lindungi Menggunakan Metode UTAUT 2 dan EUCS. JSiI (Jurnal Sistem Informasi, 10(1), 12–19. https://doi.org/10.30656/jsii.v10i1.6154
Anshari, F., & Akbar, F. Q. S. (2019). Analisis Model Pengelolaan Platform New Media oleh Klub Sepakbola di Indonesia. Coverage, 10(2). https://doi.org/10.35814/coverage.v10i1.1228
Bayhaqi, F., & Nuryana, I. K. D. (2022). Analisis Kepuasan Pengguna Layanan Aplikasi Bima+ dengan Metode UTAUT. Journal of Emerging Information Systems and Business Intelligence, 3(3). https://doi.org/10.26740/jeisbi.v3i3.47087
Damayanti, A., Delima, I. D., & Suseno, A. (2023). Pemanfaatan Media Sosial Sebagai Media Informasi dan Publikasi (Studi Deskriptif Kualitatif pada Akun Instagram @rumahkimkotatangerang. Jurnal Pikma, 6(1). https://doi.org/10.24076/pikma.v6i1.1308
Hair, JF, Black, WC, Babin, BJ dan Anderson, R. (2010). Multivariate Data Analysis. Prentice Hall.
Hasugian, P. M. (2018). Aplikasi Pembelajaran Berbasis Mobile. Cetta : Jurnal Ilmu Pendidikan, 1(3). https://doi.org/10.46576/syntax.v1i1.791
Hidayat, M. T., Aini, Q., & Fetrina, E. (2020). Penerimaan Pengguna E-Wallet Menggunakan UTAUT 2 (Studi Kasus. Jurnal Nasional Teknik Elektro Dan Teknologi Informasi |, 9(3). https://doi.org/10.22146/.v9i3.227
Musthofa Siregar, M., & Djuyandi, Y. (2021). Peran Suporter Sepakbola sebagai Kelompok Penekan. JISIP-UNJA, 5(1), 1–14. https://doi.org/10.22437/jisipunja.v5i1.17219
Pasianus, O., & Agus Kana, A. (2021). Pengaruh Kualitas Layanan terhadap Loyalitas Pelanggan melalui Kepuasan sebagai Variabel Intervening pada Swalayan Pamella Enam Yogyakarta. Cakrawangsa Bisnis, 2(2), 197–216. https://doi.org/10.35917/cb.v2i2.260
Pertiwi, N. W. D. M. Y., & Ariyanto, D. (2017). Penerapan Model UTAUT2 untuk Menjelaskan Minat dan Perilaku Penggunaan Mobile Banking di Kota Denpasar. E-Jurnal Akuntansi Universitas Udayana. https://doi.org/10.24843/EJA.2020.v30.i02.p20
Rahayuningsih, R., & Setiawan, B. (2020). Model Manajemen Media pada Media Komunitas berbasis Fans Sepak Bola (Manajemen Media Sepaknola Jakarta. Lektur, 6(4). https://doi.org/10.21831/lektur.v3i2.16845
Shen, C. we., Ho, J. tsun., Ly, P. T. M., & Kuo, T. chan. (2019). Behavioural intentions of using virtual reality in learning: perspectives of acceptance of information technology and learning style. Virtual Reality, 23(3), 313–324. https://doi.org/10.1007/s10055-018-0348-1
Sihombing, S. M. L., & Oktaviani, N. (2022). Penerapan Model UTAUT 2 Terhadap Kepuasan Dan Perilaku Pengguna Aplikasi Pospay Di Kota Palembang. Jurnal Mantik, 6(3), 2685–4236. https://doi.org/10.36378/jtos.v8i2.4705
Syarifudin, T. (2020). Model Manajemen Media Komunitas Berbasis Fans Sepak Bola Pasoepati.Net dalam Perspektif Structure Conduct Perform (SCP. JURNAL AUDIENS, 1(2). https://doi.org/10.18196/ja.2017
Tolle, H., Miningrum, T., & Bachtiar, F. A. (2024). The Effectiveness of Augmented Reality with Adapted Books as Emotional Expression Media for Children with Autistic Spectrum Disorders ( ASD ). International Journal of Artificial Intelligence Research, 8(2). https://doi.org/10.29099/ijair.v8i2.1200
Venkatesh, V., Morris, M. G., Davis, G. B., & Davis, F. D. (2003). User Acceptance of Information Technology: Toward a Unified View. MIS Quarterly, 27(3), 425–478. https://doi.org/10.2307/30036540
Venkatesh, V., Walton, S. M., Thong, J. Y. L., & Xu, X. (2012). Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology. MIS Quarterly, 36(ue 1)). http://ssrn.com/abstract=2002388
Wijaya, A. A. (2023). Strategi Media Officer Klub Sepak Bola PERSIS Solo dalam Mempertahankan Citra Positif Melalui Media Relations. UIN Raden Mas Said Surakarta. https://dspace.uii.ac.id/bitstream/handle/123456789/49502/19321219.pdf?sequence=1&isAllowed=y
Wijaya, M., & Kurniawan, A. (2018). Evolusi, Tantangan, Alat dan Framework Mobile Application : Sebuah Tinjauan Pustaka. Positif : Jurnal Sistem Dan Teknologi Informasi, 4(1), 34–41. https://doi.org/10.31961/positif.v4i1.542