International Journal of Interactive Mobile Technologies (iJIM) – eISSN: 1865-7923 – Vol 16 No 24 (2022) Paper—Digital Game Visual Style Classification: Influence of Information Quality Components on the… Digital Game Visual Style Classification: Influence of Information Quality Components on the User Satisfaction During Game Searching Activity in the Digital Game Library https://doi.org/10.3991/ijim.v16i24.32837 Jazmi Izwan Jamal1(), Mohd Hafizuddin Mohd Yusof2, Kok Yoong Lim2 1 National Academy of Arts, Culture and Heritage, Kuala Lumpur, Malaysia 2 Multimedia University, Selangor, Malaysia jazmi@aswara.edu.my Abstract—The digital gaming community appreciates the visual style classification system to search for game information. However, scholars discovered that the system’s inaccurate search results often dissatisfied users. So far, no studies have accurately measured user satisfaction during game searching in the existing game library. Therefore, this study was performed to investigate the influence of information quality components (Accuracy, Content, Ease of Use, Format, and Timeliness) on the User Satisfaction during game searching activity. A cross-sectional study was conducted involving Malaysian game players using a 12-item survey questionnaire based on the End-user Computing Satisfaction (EUCS) model to measure user satisfaction and information quality components. Descriptive statistics, preliminary data analysis, and Confirmatory Factor Analysis (CFA) were used to analyse the results. Out of 239 respondents, 79.1% between 19 and 24 years old have experience exploring digital games based on visual style. This research revealed that Content, Accuracy, and Ease of Use influenced User Satisfaction when searching for games based on the visual style. In contrast, the Format and Timeliness correlated weakly. Providing visual classification and appeal format has less impact on user satisfaction, while fast information retrieval and up-to-date information contributed insignificantly to user satisfaction. Future research should analyse the effectiveness of visual style information systems for digital game distribution platforms in Malaysia. Keywords—game searching activity, digital game visual style classification, user satisfaction, digital game library, end-user computing satisfaction 1 Introduction The use of various media platforms to search for digital game information has be- come increasingly important for various parties, including consumers, developers, cu- rators, and scholars [1]–[3]. The discovery and retrieval of digital game information can be accessed from digital repositories, game marketplace, or library collections. iJIM ‒ Vol. 16, No. 24, 2022 107 https://doi.org/10.3991/ijim.v16i24.32837 Paper—Digital Game Visual Style Classification: Influence of Information Quality Components on the… Nevertheless, searchable game information only provides limited access to essential information, such as title, platform, publisher, and genre [4], [5]. 1.1 Related works Recent trends have shown that video game players search for a new game product by searching the latest information based on product titles, genres, reviews, and visual screenshots of the gameplay. A recent study on genre classification highlighted the cor- relation between searching activity and retrieving digital games collection in a group that similarly appeals in detail [6]. Conceptually, searching for a desirable game through screenshots or trailers induces the interest of game players to play a new game while satisfying their searching needs. In addition, artistic or altruistic users’ searching behaviour on digital distribution platforms improves the motivation for visual style ap- peal [7]. The visual aesthetic is also an essential component of visual classification, which is introduced to describe visual style classification during game searching activ- ity [8]. Furthermore, discussion on visual styles in both academia and online commu- nity forums has indicated an interest in exploring the artistic elements and the aesthetic appeal. A recent survey on important information visual style showed that 53.4% out of 671 participants identified themselves as satisfied users [9]. Over the years, numerous studies related to web-based digital game distribution plat- forms have been published, including the social aspects of the gaming community [10], mining sentiment analysis [11], gamer’s archetypes profiling [12], user reviews on vir- tual reality games [13], purchasing patterns [14], and game metadata information [9]. However, one of the overlooked aspects is the impact of digital game visual styles on user satisfaction when browsing game products. While the research direction is struc- tured towards examining user satisfaction when they browse the digital game library to search for new game products based on the visual style classifications, there are yet any research studies that accurately measure the user satisfaction during game searching activity in the digital game library based on the visual style classification system. Alt- hough a recommendation model for game searching related to the visual style classifi- cation system was proposed, the outcome was poorly correlated with the users’ satis- faction [15]. Interestingly, several experimental prototype efforts, such as Steam Ex- perimental Lab incorporated visual style tags for game search and were documented in the public code repository [16]. Hence, there is a growing demand for a reliable game searching method with a visual style classification system that satisfies users. 1.2 Research direction Realising the research gap, this study was performed to examine the influence of information quality components on user satisfaction during game searching activities based on the visual style classification system. In line with this main purpose, the re- search question is as follows: ‘How do information quality components affect user sat- isfaction during game searching activities based on the visual style?’ This research adopted the End-user Computing Satisfaction (EUCS) model to assess the correlation between information quality components (Accuracy, Content, Ease of Use, Format, and 108 http://www.i-jim.org Paper—Digital Game Visual Style Classification: Influence of Information Quality Components on the… Timeliness) and the overall User Satisfaction during game search activities based on the visual style classification system. The EUCS model by Doll and Torkzadeh [17] has been extensively applied to assess multiple web information systems, including healthcare [18], education [19], e-government [20], and e-commerce [21]. The model assesses the psychometric properties of the user satisfaction levels for cognitive and affective towards specific features in the information system [22], [23]. The results an- alysed the magnitude of path coefficients to provide significant areas of satisfaction or dissatisfaction by the users [24]. 2 Methods 2.1 Study design A cross-sectional survey involving a selected group of game players was conducted from September to October 2021 [25]. The participants were selected based on their knowledge of identifying visual resources as avid or casual gamers [26]. The partici- pants should also be able to recognise terminologies related to digital games' visual arts and are familiar with conducting information searching using online digital game plat- forms [27]. Therefore, participants with such backgrounds are only available in institu- tional settings that offer game development education or digital media studies. Purpos- ive sampling methods was used in the determination of the study group, due to the participants judgment is most suitable for the research [28], which estimates a minimum required sample size of 150 for the Structural Equation Modelling (SEM) [29]–[32]. The ethical approval for this study was obtained from the institutional research com- mittee, while permission letters were sent to the head of programs of the respective institution and the survey was initiated once the approval letter was granted. 2.2 Pilot study The 12-item instrument questionnaire was pre-tested on 29 game players selectively as a pilot study to assess the validity and reliability of the questionnaire and to estimate the average time for a respondent to complete the questionnaire. The respondents took an average of 15 minutes to answer the questionnaire and complete the survey. 2.3 Data collection Self-administered survey questionnaires were distributed digitally to the respective institutions due to the imposed Movement Restriction Order following the Coronavirus disease 2019 (COVID-19) pandemic [33]. The participants were invited to join the online class session. Then, they were given a short introduction on the digital game visual style classification (http://jazmijamal.org/phd) and a brief demonstration on how to operate the visual style collection system on the web (http://jazmijamal.org/alpha). An information sheet and written consent were given to each participant and the ques- iJIM ‒ Vol. 16, No. 24, 2022 109 Paper—Digital Game Visual Style Classification: Influence of Information Quality Components on the… tionnaires were distributed once the consent form was filled and submitted. A data col- lection session was organised using the visual style classification system to record sat- isfactory level from the participants. In total, the survey involved 239 respondents from 10 institutions, all of whom completed the questionnaires. 2.4 Instruments The questionnaire consists of four main sections, namely background survey, tasks for digital game visual style system, questionnaire, and summary. The background sur- vey section consisted of demographic and psychographic information, including gen- der, age category, gaming experience, and experience in searching digital game visual style information. The second section was designed for participants to operate the visual style collection system according to the listed tasks, such as inserting visual style key- words, navigating the classification tagging function, and searching for relevant infor- mation about a particular game. The questionnaire section adopted the EUCS model with a 12-item instrument sur- vey to determine user satisfaction [23]. Figure 1 shows the five-part questionnaire sec- tion, which includes Content, Accuracy, Format, Ease of Use, and Timeliness, each with its own list of questions. The respondents were asked to indicate the level of agree- ment according to the five-point Likert scale (1 = Almost never, 2 = Some of the time, 3 = About half of the time, 4 = Most of the time, and 5 = Almost always). The Likert scale estimates the user’s attitudes based on the belief strength and correlates the quality attributes using experience-based computing [34]. In the summary section, the respond- ents were asked to rate their overall satisfaction with the visual style classification sys- tem from the second section and share their opinions and thoughts regarding the survey in the open-ended feedback section. Fig. 1. EUCS model structure 110 http://www.i-jim.org Paper—Digital Game Visual Style Classification: Influence of Information Quality Components on the… 2.5 Data analysis Confirmatory Factor Analysis (CFA) was employed to examine the influence of in- formation quality components on user satisfaction during information searching with independent variables [35]. The statistical Structural Equation Modelling (SEM) tech- nique was also applied to assess information quality components that contribute to over- all user satisfaction. As indicated in Figure 1, this research adopted the five first-order factors structure with one second-order factor model [36]. Data entries were carried out using Google Forms and Sheets. Descriptive statistics were then used to illustrate the demographic information, while categorical data were presented as percentages. In addition, data analysis was performed using the Partial Least Square with Structural Equation Modelling (PLS-SEM) to analyse the relation- ships between each construct of information quality components and user satisfaction [37]. This multivariate technique combines the CFA and path analysis to evaluate the causal relationships [38]. Figure 2 depicts the data analysis procedures. Moreover, the PLS-SEM calculations were carried out using SmartPLS version 3.0 [39]. The results reported the assessment of the measurement models, convergence validity, discriminant validity, and correlation coefficients. Fig. 2. Data analysis strategy for PLS-SEM 3 Analysis This section provides the sample profile, preliminary data analysis, and SEM find- ings based on the online questionnaire. As shown in Table 1, the demographic analysis indicates that more than half of the 239 respondents were male (n = 139, 58.2%) with an age range between 19 and 24 years old. All respondents were currently enrolled as a student in an institution related to game development discipline. In addition, over half of the respondents have more than 4 years of experience as game enthusiasts (n = 138, 57.7%), while 79.1% (n = 189) of the respondents have experience in searching digital games under different visual styles. iJIM ‒ Vol. 16, No. 24, 2022 111 Paper—Digital Game Visual Style Classification: Influence of Information Quality Components on the… Table 1. Sample demographic statistical analysis Frequency (n=239) Percentage (%) Gender Male 139 58.2 Female 96 40.2 Prefer not to say 4 1.7 Age range Under 18 years old 19 7.9 19 - 24 years old 152 63.6 25 - 29 years old 16 6.7 30 - 34 years old 23 9.6 35 - 39 years old 23 9.6 Above 40 years old 6 2.5 Institutions Multimedia University (Bachelor of Multime- dia, Diploma of Animation) 57 23.8 Taylor’s University (Bachelor of Arts in Inter- active Multimedia Design) 8 3.3 Universiti Teknologi MARA (Bachelor of Cre- ative Game Design) 4 4 UOW Malaysia KDU University (Bachelor of Game Development) 2 0.8 Management and Science University (Bachelor in Games Design and Animation) 7 2.9 The One Academy (Bachelor of Arts in Digital Media Design) 3 3 National Academy of Arts Culture and Herit- age (Bachelor of Animation, Bachelor of Digi- tal Games Art, Diploma in Animation) 84 84 Selayang Community College (Diploma in Game Arts) 13 13 Gombak Vocational College (Diploma in 3D Animation) 18 7.5 Sultan Idris Education University (Diploma in Game Designs and Development) 19 7.9 Experience as game enthusiast Not more than 4 years 101 42.3 5 - 9 years 72 30.1 10 - 15 years 43 18 More than 16 years 23 9.6 Experience in browsing for digital game visual style Have never used 50 20.9 Have used but abandoned 29 12.9 Irregular used 71 29.7 Regular used 69 28.9 Consistently used 20 8.4 In addition, data screening was performed as a preliminary data analysis to ensure that data were accurately measured and free of missing values and outliers [40]. Fol- lowing the screening process, the result showed a minimal amount of missing data, 112 http://www.i-jim.org Paper—Digital Game Visual Style Classification: Influence of Information Quality Components on the… which was replaced using the variable median response for each measurement item. Therefore, the data was also inspected to eliminate outliers [41]. Besides, the normal data distribution was considered to remove abnormal univariate values, and the kurtosis must be within an absolute index [42]–[44]. The result of the preliminary data analysis rectified 218 samples for the SEM-PLS analysis. Furthermore, the convergence validity test was constructed to measures the accepted factor loadings (exceed 0.6) which in this study shows from 0.795 to 0.933 [45]. Table 2 presents the cross assessment of individual reliability that includes the Average Var- iance Extracted (AVE) with an accepted value of more than 0.5 [46], Composite Reli- ability (CR) with a recommended value of 0.6 [47], and Cronbach’s alpha proposed threshold value of 0.7 [48] respectively. Table 2. Results of convergent validity Construct Item Factor Loading Average Vari- ance Extracted (AVE)a Composite Re- liability (CR)b Internal Reliabil- ity Cronbach’s Alpha Accuracy A1 .908 .829 .906 .794 A2 .912 Content C1 .855 .686 .897 .848 C2 .860 C3 .799 C4 .795 Ease of use E1 .923 .815 .898 .776 E2 .882 Format F1 .932 .869 .930 .850 F2 .933 Timeliness T1 .879 .790 .883 .735 T2 .899 Apart from that, the discriminant validity was determined using the cross-loading Heterotrait-Monotrait ration of correlation (HTMT) to show the intercorrelations be- tween the constructs across different variables, as presented in Table 3. The overall correlation values were between 0.484 and 0.895, which was less than 0.90 [49]. Table 3. Results of divergent validity HTMT ratio of correlations Variables Accuracy Content Ease of Use Format Timeliness User Satis-faction Accuracy Content .798 Ease of use .723 .707 Format .671 .698 .797 Timeliness .779 .879 .835 .766 User Satisfaction .609 .636 .597 .553 .591 iJIM ‒ Vol. 16, No. 24, 2022 113 Paper—Digital Game Visual Style Classification: Influence of Information Quality Components on the… The PLS structural model analysis specifies the relationship pattern to assess the coefficient determination, path coefficients, path significance, and predictive relevance. The structural model validation was performed with the bootstrap resampling method of 5000 subsamples with 300 iterations and stopped criterion at 7 to test the statistical significance, as recommended [50], [51]. Figure 3 shows the result of the structural model pathways. According to the find- ings, the path coefficients mean value indicates the regression weight relationship be- tween the constructs in the measured model. Each construct exhibits a direct effect on User Satisfaction. Comparatively, the content recorded the highest direct effect value of 0.298, followed by Accuracy, Ease of Use, and Format of 0.180, 0.159, and 0.114, respectively. In contrast, the correlation between Timeliness and User Satisfaction rec- orded the least positive with a path coefficient value of 0.034. Table 4 shows the path coefficients of each construct with their respective standard deviations, T-statistics, and confidence intervals bias corrected. Fig. 3. PLS results of structural model pathways path coefficients 114 http://www.i-jim.org Paper—Digital Game Visual Style Classification: Influence of Information Quality Components on the… Table 4. Results of path coefficients Variables Path Coef-ficients Standard Deviation T Statistics Variables Confidence Intervals Bias Corrected 5% 95% Content > User Satis- faction .298 .084 3.512 .000 .152 .427 Accuracy > User Satis- faction .183 .092 1.952 .026 .031 .334 Ease of Use > User Sat- isfaction .155 .074 1.880 .030 .021 .296 Timeliness > User Sat- isfaction .106 .093 1.228 .375 -.037 .270 Format > User Satisfac- tion .034 .086 .320 .110 -.121 .162 The effect sizes (F2) were also used to assess the exogenous of the individual varia- bles. The correlations between user satisfaction and content (0.069), accuracy (0.027), and ease of (0.021) were relatively weak, while the correlations between user satisfac- tion and both timeliness and format variables implied a poor degree of strength. Addi- tionally, the coefficient of determination (adjusted R2) value for user satisfaction was 0.433 (p-value = 0.000), indicating a moderate predictive accuracy with values between 0.33 and 0.65 [52]. This model has an acceptable fit and high predictive relevance. Overall model fit Standardized Root Mean Square Residual (SRMR) indicated a model fit value of 0.060 in this study [53]. The causal effect of user satisfaction was evaluated across the five EUCS compo- nents. Based on the direct effects of the Content, Ease of Use, Timeliness, Format, and Accuracy of the structural model, three path coefficients (Content, Accuracy, and Ease of Use) were statistically significant (p < 0.05). Therefore, the Format showed a signif- icant correlation with User Satisfaction at a higher p-value of 0.11, while the F2 indi- cated a poor degree of strength of 0.011. Similarly, the correlation between timeliness and user satisfaction indicates low strength with an inappropriate range of p-value of 0.375. 4 Findings and discussion This research examined the relationship between information quality components and user satisfaction when searching for digital game information based on the visual style classification system. This is the first study that explored the implementation of a digital game visual style collection system among casual video game players in Malay- sia. Most of the respondents in this study were male, which was similar to the trend of respondents in a previous study conducted in Malaysia [54]. This is due to the predom- inantly male population in digital technology courses. Generally, digital game players search for information about a game by identifying visual style classification characteristics to expand the discovery of visual styles that satisfy their needs. Game searching activities are categorised into several behaviours, iJIM ‒ Vol. 16, No. 24, 2022 115 Paper—Digital Game Visual Style Classification: Influence of Information Quality Components on the… such as passive, active, and ongoing searching. Thus, users require an intentional im- pression to search for information on digital games through several phases, beginning with the desire to explore the visual style, followed by linking the visual style classifi- cation categories. Afterwards, users extract the relevant materials to verify the accuracy of the obtained information and finally retrieve the required information, thus satisfying the user’s needs [55]. However, users become dissatisfied during the information search process when they obtain irrelevant and imprecise information or when the infor- mation's quality is neglected due to mental overload which they could not make the best decision due to excessive and non-specific information [56]. Confusion and the feeling of uncertainty worsen the searching experience, especially when the digital game visual style involves image or interactive artefact collections that are subjective to a broad interpretation. According to the findings in this study, the information quality components revealed unique patterns that enhanced the satisfaction of users using information search featur- ing image with a specific visual style. The EUCS was employed due to its reliability and validity in independently assessing the correlation between information quality components, including Accuracy, Content, Ease of Use, Format, and Timeliness, and User Satisfaction during game searching activities. The component relationship meas- urement indicates the relevance of the information quality components on the visual- based search engine features of a digital game to satisfy the users’ needs. The results revealed that most of the respondents were familiar with information searching based on the visual style of digital games. The searching experience of users on the visual style is intended to either recognise the visual style classification or search for digital game-related products to establish a positive relationship with emotional ex- perience. The visual style of a digital game benefits the overview of users on the visual style classifications as a source of reference. Familiar users make use of the provided visual information to connect to the game’s genre. When searching for games on existing digital distribution platforms, such as STEAM or Epic Games, users often experience a list of game genre selections on the search engine. Users classify digital game genres according to their shared gameplay characteristics and visual style. Genre metadata is one of the main reasons users dis- cover games that match their preferences. Meanwhile, advanced users address the com- plexity of the terms associated with visual style. To date, total of 30 visual style classifications have been expanded to encompass three facets of visual style comprising artistic style, technique, and dimension. The vis- ual style terms should be expanded beyond and not limited to the listed classifications. However, certain visual style classifications somehow overlap similar visual style terms and meanings. Complexity in recognising an image-based visual style with overlapping information may cause feelings of uncertainty, ultimately leading to a dissatisfying user experience. As depicted in Figure 4, the information quality components contribute to user sat- isfaction with the visual style classification systems for digital games. The research revealed a significant correlation between Accuracy, Content, and Ease of Use, with User Satisfaction for visual style classification systems. Conversely, Format and Time- liness showed weak correlations with user satisfaction. 116 http://www.i-jim.org Paper—Digital Game Visual Style Classification: Influence of Information Quality Components on the… Fig. 4. Information quality components influence user satisfaction Content is an essential information quality component, which refers to the precision and adequate information required by the user to satisfy their needs. According to the digital library collection study [57], content has the most beneficial effect on user sat- isfaction compared to other components. Therefore, retrieving information based on the predefined classification highly influenced user satisfaction. Hence, appealing content that suits user preference increases the interest and motivates the users [58]. The impact of content can be observed based on game titles that are used to display the notion of similar visual style. Meanwhile, accuracy refers to intrinsic data quality that enables users to accurately retrieve relevant visual style classification information. Users address the accuracy of the visual style class system according to their needs in a state of active and ongoing search behaviour. According to digital repository study [59], users anticipate accurate and comprehensive metadata results when they retrieve information following the search activity. Accurate representation of visual image characteristics related to the terms and definition within the collective classification contribute to the emerging sense of curiosity [60]. Overall, the accurate information retrieved from various sources ver- ifies the obtained information, satisfying the user's needs. Thus, the searching activity on visual style classification was a prevalent attribute of user satisfaction. This study also showed the impact of the users' precise search terms on user satis- faction, whether the search was performed via text fields or navigating the tag filter features. Relevant content that provides sufficient information that meets the users’ needs also contributed to user satisfaction, as similarly reported in the lifestyle mobile application study [61]. Users have more distinct and specific content selections, which iJIM ‒ Vol. 16, No. 24, 2022 117 Paper—Digital Game Visual Style Classification: Influence of Information Quality Components on the… facilitate the formulation of thoughts, and provide a sense of satisfaction when the con- tent is relevant to their needs. Furthermore, users' deliberate exploration of additional visual style classifications in relation to genres, year of publication, and game titles provide various information ac- cess points. Previously, it was stated in the unified model of information behaviour [62] that the curiosity in game searching activities, such as identifying, formulating, evalu- ating, and repeating the information search, stimulates the interest of users in gaining knowledge for personal satisfaction. As a result, aesthetically appealing content stimu- lates the interest of users to search for more information due to immediate sensory re- ward [63], which in turn affects overall user satisfaction. Hence, gathering precise and sufficient visual style images increases users’ motivation to continue searching and meet their needs. Ease of use refers to the user-friendliness of the functional system based on the prac- tical user experience quality and the ease of users to navigate the content efficiently while searching for information. It is considered effortless to learn and digest the navi- gation interface. This study established a significant correlation between user satisfac- tion and the optimised user interface, specifically for searching visual style classifica- tion. The search tag filter is composed of the visual style classification buttons on the horizontal arrays that allow users to navigate freely. In comparison to the search text fields, the users were unfamiliar with the visual style terms, which required a precise word to retrieve the classification. For example, users could not search for "minimal- ism" visual style because the terminology was inaccurate, which was supposed to be "minimalist". The occurrence of term errors throughout the search process induces frus- tration and disorientation among the users, which was similar to the user experience in a mobile web study [64]. Nevertheless, the system’s interfaces adhered to user-friend- liness fundamentals by considering a simple interface that makes sense for the user to navigate. Interestingly, the results revealed that users were more satisfied with simple and functional navigation buttons, which agreed with the findings among older adults using mobile applications [65]. The composition of structured button interaction minimises the level of anxiety and disorientation, which possibly improve the motivation among users to further searching for information although the image content may not be ap- pealing or attractive. Familiarity with the navigation interface of both the system's easy- to-use and user-friendly expectations directly influenced user satisfaction, which is in accordance with the findings using mobile news applications [66]. Hence, an easy-to- use navigation interface addressed the users’ expectations and needs to search for in- formation and influenced overall user satisfaction. The format assessed the aesthetics of the visual style classification in providing val- uable and relevant information. Presenting precise information can be useful in terms of attracting the user’s attention and motivating them to interact with the content. How- ever, it was previously reported in web-based information in academia [19] that infor- mation clarity and useful format have weak a correlation with user satisfaction. The information format provided by the system includes a classification of visual style images grouped based on the visual style. Each digital game image contains direct links to the respective external web pages, such as the STEAM web store. Users have 118 http://www.i-jim.org Paper—Digital Game Visual Style Classification: Influence of Information Quality Components on the… suggested expanding information on visual style terms and definitions to facilitate the learning process. Moreover, adjustments may be made to improve the display format related to the metadata on visual style, genre, years, publishers, theme, and mood. Therefore, additional information would raise concerns over the transparency and suf- ficiency of information, which was also addressed in the mobile apps for depression [67]. Timeliness measures the responsiveness of the system in retrieving information within the timeline and up-to-date information, which positively influences user satis- faction, especially for mobile-based users [68], [69]. At present, the speed in retrieving visual style information is not an issue due to the exceptionally fast-loading image op- timisation. Images are compressed so that they are compatible for web viewing under low-bandwidth internet settings. Timeliness measures the speed performance of the system acquiring information that is difficult to highlight by casual users. However, users were limited to retrieving information on the visual style classification since they were unsure whether the significant constraint is due to the speed of acquiring infor- mation from a fast server or the optimised visuals. Timeliness also denotes the latest information regarding game products that are listed in the system. According to the study, users request the most recent game prod- ucts to be included in the information retrieval database. Users anticipate real-time in- formation updates in the existing digital game platform database. Despite the im- portance to provide up-to-date information, the results showed that timeliness has a lower correlation with user satisfaction. Searching for outdated information is related to casual searching behaviour without specific intention and is considered unimportant, as stated in social media web information [70]. This information searching behaviour is categorised as passive attention, where information searching is acquired subcon- sciously. In short, the findings in this study justified that the information quality components, including Accuracy, Content, and Ease of Use, positively affected User Satisfaction with the visual style classification system, while Format and Timeliness indicated a weak significance with User Satisfaction. Game searching activity is dependent on the information quality components, which influence user satisfaction with visual style classification systems. The acquisition of information from the visual style classifica- tion of digital game products stimulates the interest of users to continue searching for information to meet their needs and expectations, as addressed in a study on multi-sided web platforms [71]. Therefore, the information must be precise, accurate, and sufficient to instil a positive perception and relief among users as their demands are met, hence boosting users' satisfaction, as highlighted in mobile health applications [72]. Familiar user interface and interaction experience in utilising the system also contribute to user satisfaction, which was also noted in the mobile commerce study [73]. Meanwhile, providing a user interface with visual aesthetic appeal and speed of acquiring the latest information had little correlation with user satisfaction once the system function appro- priately to meet users’ intentional searching needs. iJIM ‒ Vol. 16, No. 24, 2022 119 Paper—Digital Game Visual Style Classification: Influence of Information Quality Components on the… 4.1 Limitations The response in this study only reflects the sentiment of a specific digital gaming community from several Malaysian education institutions. Although the demography of the respondents may differ from the digital community in other countries, this study provided valuable information regarding users’ satisfaction in operating digital game visual style collection systems, which may have similar practices among digital game players in other countries. In addition, the cross-sectional assessment in this study does not represent long-term information reliability. Hence, further changes in the visual style classification that could influence the users’ perception were not monitored. 5 Conclusions The outcome assessed the user satisfaction with the visual style information associ- ated with digital game collections. The search for information on cultural media arte- facts promotes visual exploration and discovery of digital game artistry works. This exposes relevant information quality components for image-based collection, which can be considered for a web-based information system. Therefore, practical contribu- tions adopt the use of questionnaires to evaluate the relationship between user satisfac- tion and the information system that supports the visual style of a digital game. Anal- yses of information system development could be used to incorporate the findings to create visual art information searching that provides a positive impression and satisfac- tion to the users. Future studies should explore and evaluate the effectiveness of visual style information systems for digital game distribution platforms in Malaysia. In conclusion, this research highlighted the relationship between user satisfaction and information quality components on visual style classification for web game search- ing. This research demonstrated that information quality components, namely Content, Accuracy, and Ease of Use, influenced User Satisfaction when searching for games based on the visual style. 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Budică-Iacob, “Assessing Antecedents of Behavioral Intention to Use Mobile Technologies in E-Commerce,” Electronics, vol. 10, no. 18, 2021, https://doi.org/10.3390/electronics10182231 7 Authors Jazmi Izwan Jamal is a director of Future Creative School at the National Academy of Arts, Culture and Heritage (ASWARA), Ministry of Tourism, Arts, and Culture, Malaysia. His research focuses on game studies, web UI/UX, and digital media pro- duction (email: jazmi@aswara.edu.my). Mohd Hafizuddin Mohd Yusof is a senior lecturer in Media Arts Department, Fac- ulty of Creative Multimedia, Multimedia University, Malaysia. His research interest in the area of machine learning, computer programming, data science, and image pro- cessing (email: hafizuddin.yusof@mmu.edu.my). Lim Kok Yoong is a dean, Faculty of Creative Multimedia, Multimedia University, Cyberjaya campus, Malaysia. His teaching and research interest is driven by broad in- terests and genuine curiosity in new media and using them for creative expression of human conditions (email: kylim@mmu.edu.my). Article submitted 2022-05-30. Resubmitted 2022-09-13. Final acceptance 2022-09-21. Final version published as submitted by the authors. iJIM ‒ Vol. 16, No. 24, 2022 125 https://doi.org/10.1016/j.invent.2018.12.001 https://doi.org/10.1109/EIConCIT50028.2021.9431903 https://doi.org/10.1109/EIConCIT50028.2021.9431903 https://doi.org/10.1108/LHT-07-2021-0218 https://doi.org/10.1016/j.dss.2022.113752 https://doi.org/10.1108/AJIM-03-2021-0093 https://doi.org/10.1186/s12911-022-01764-2 https://doi.org/10.3390/electronics10182231