Uses and Gratification on Virtual Purchase Behavior of Mobile Game Items: An Alternative Approach
1Nur Endah Retno Wuryandari,2 Muhamad Al Faruq Abdullah,3 Fredo Arizki Rahmadiansyah
1,2,3Manajemen, Universitas Dian Nusantara
https://doi.org/10.47191/jefms/v4-i9-10ABSTRACT:
This study aims to predict the behavior of purchase decisions for virtual goods, especially for PUBG Mobile game players, using a use and gratification approach, as well as perceived value as mediation. The population of this research is PUBG Mobile game players. The conditional sampling technique or purposive sampling amounted to 206 respondents. Samples are game players who have purchased virtual goods. Data analysis using SEM PLS. The results show that utilitarian gratification has the most influence on the PUBG virtual item top-up decision. The contribution of the mediating variable, namely the perceived value, did not succeed in increasing the influence of the independent variable on the topup decision. The research results are expected to be one of the product development strategies for game developers.
Keywords:
uses and gratification, perceived value, purchase decision process, mobile game, virtual item
REFERENCES:
1) Aulia, S. A., Sukati, I., & Sulaiman, Z. (2016). A review: Customer perceived value and its Dimension. Asian Journal of
Social Sciences and Management Studies, 3(2), 150-162.
2) Boxall, A. (2017). Top mobile game publishers earn most revenue from in-app purchases. not advertising. Diambil dari
http://www.businessofapps.com/t op-mobile-game-publishers-earnmost- revenue-from-in-apppurchases-not advertising/. Pada tanggal 18 November 2019
3) Chaffey, D. C. (2016). Digital Business Strategies in Blockchain Ecosystems. Springer.
4) Chen, S., & Lin, C. ((2016)). Understanding Group-Buying Websites Continuous Use Behavior: A Use and Gratifications
Theory. Journal of Economics and Management 12 (2), 177-204.
5) Cheng-Hsun Ho and Ting-Yun Wu, (2012) Factors Affecting Intent To Purchase Virtual Goods In Online Games,
International Journal of Electronic Business Management, Vol. 10, No. 3, pp. 204-212 (2012) Institute of Information
Management National Taipei University New Taipei City (23741), Taiwan
6) Choi, H., Ko, M., Medlin, D., & Charlie, C. (2018). The effect of intrinsic and extrinsic quality cues of digital video games
on sales: An empirical investigation. Decision Support Systems, 86-96.
7) Dawi, N., Jusoh, A., Streimikis, J., & Mardani, A. (2018). The Influence of Service Quality on Customer Satisfaction and
Customer Behavioral Intentions by Moderating Role of Switching Barriers in Satellite Pay TV Market. Economics &
Sociology 11(4), 198.
8) Dr. M.Anang Firmansyah, S. M. (2018). PERILAKU KONSUMEN (Sikap dan Pemasaran). Sleman: Deepublish.
9) Fatonah, S., Yulandari, A., & Wibowo, F. (2018). A Review of E-Payment System in E-Commerce. Journal of Physics :
Conference Series, 012033.
10) Ghozali, I. (2016). Aplikasi Analisis Multivariate Dengan Program IBM SPSS 23. Semarang: Badan Penerbit UNDIP.
11) Hamari, J., & Keronen, L. (2017). Why do people buy virtual goods: A meta- analysis. Computers in Human Behavior 71,
59-69.
12) Ho, C.-h., & Wu, T.-y. (2012). Factors Affecting Intent To Purchase Virtual. International Journal of Electronic Business,
204-212.
13) Hsiao, K., & Chen, C. (2016). What drives in-app purchase intention for mobilegames? An examination of perceived values
and loyalty. Electronic Commerce Research and Applications 16, 18-29.
14) IDX Channel.com. Pendapatan Negara dari e-Sport capai Rp 25,1 Triliun. https://www.idxchannel.com/ecot
ainment/pendapatan-negara-dariesport-capai-rp251-triliun
15) Javed, F., & Cheema, S. (2017). Customer Satisfaction And Customer Perceived Value And Its Impact On Customer Loyalty:
The Mediational Role Of Customer Relationship Management. Journal Of Internet Banking And Commerce 22, 58.
16) Juho Hamari, Aqdas Malik, Johannes Koski & Aditya Johri (2018), Uses and Gratifications of Pokémon Go: Why do People
Play Mobile Location-Based Augmented Reality Games?, International Journal of Human–Computer Interaction,
17) Jung-Chieh Lee, Liangnan Xiong, (2018) Exploring Purchase and Repurchase Behavior in Online Mobile Games: A
Preliminary Study Permissions@acm.org., ICSEB '18, December 18–20, 2018, Zhuhai, China.
18) Jia, J., & Wang, H. (2019). The Effect of Consumption Values on Purchase Behavior for Virtual Goods in Mobile Game. In:
1st International Symposium on economic Development and Management Innovation (EDMI 2019) Atlantis Press.
19) Kotler, P. &. (2018). Principles of Marketing 17th Global Edition. London: Pearson.
20) Lee, J., & Xiong, L. (2018). Exploring Purchase and Repurchase Behavior in Online Mobile Games: A Preliminary Study.
Proceedings of the 2018 2nd International Conference on Software and e-Business, 1-5.
21) Lee, J., Lee, J., Lee, H., & Lee, J. (2015). An exploratory study of factors influece repurchase behaviors toward game items:
A field study. Computers in Human Behavior 53(1), 13-23.
22) Li, H., Liu, Y., Xu, X., Heikkilä, J., & Van Der Heijden, H. (2015). Modeling hedonic is continuance through the uses and
gratifications theory: An empirical study in online games. Computers in Human Behavior, 261-272.
23) Mahfuzra, H., Hidayanto, A., Hapsari, I., & Utari, P. (2019). What drives the intention to repurchase digital items in
digital games? An integration ofuses and gratifications theory and the expectation-confirmation model. International
Journal of Business Information Systems 30 (3), 253276.
24) Mahi. (2018). Jurnalistik: Literary Journalism, . Jakarta: Prenadamedia Group.
25) Mäntymäki, M. I. (2020). What drives subscribing to premium in freemium services? A consumer value-based view of
differences between upgrading to and staying with premium. Information Systems Journal 30, 295-333.
26) Munadie, N., & Widodo, T. (2019). Anteseden yang Mempengaruhi Mobile Game Loyalty dan Dampaknya terhadap In-App Purchase Intention. BISMA (Bisnis dan Manajemen) 11(2), 131-154.
27) Nasution,, M., Rossanty, Y., Ariffin, k., & Zaini, N. (2019). An empirical examination of the factors influencing consumer’s
purchase intention toward online shopping. Journal of Business & Retail Management Research 13.
28) Newzoo. (2019, November 12). Games Market Trends and Publishers to Watch in Southeast Asia: The World’s Fastest-Growing Mobile Games Market.
29) J.Paul Peter & Jerry c. Olson (2000). Consumer Behavior Perilaku Konsumen. 2nd. ed. 4 Jakarta: Penerbit Erlangga.
30) Prioridata. (2019). Revenue Top Global Battle Royale PUBG. Diambil kembalidari https://blog.prioridata.com/mobile -
games-market-q3-2019-review. Pada tanggal 18 November 2019
31) Pujadas-Hostench, J., Palau-Saumell, R., Forgas-Coll, S., & Matute, J. (2019). Integrating theories to predict clothing
purchase on SNS. Industrial Management and Data Systems, 1015-1030.
32) Solomon. (2018). Consumer Behaviour Buying Having and Being 12th Global Edition. London: Pearson.
33) Sugiyono. (2018). Metode Penelitian Manajemen. Bandung: Alfabeta.