DETERMINANT OF IN-APP MOBILE GAME PURCHASE INTENTION: AN EMPIRICAL STUDY OF INDONESIAN MOBILE GAMER

Benediktus Atmoko, Jeanne Ellyawati
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引用次数: 2

Abstract

Games have become an interesting business and even in a pandemic COVID-19 situation like today, most businesses are collapse, but mobile games still become promising market segments. This study aims to examine factors that determine the purchase intention of in-app mobile games for non-paying players to target the young gamers market in Indonesia. Several 264 mobile gamers were recruited as respondents. Data were collected using a cross-sectional survey with a structured questionnaire. SmartPLS was used to verify the research hypotheses. Based on the study result, reward affects the good price, and affect in-app purchase intention. Playfulness, access flexibility, connectedness, and reward did not affect in-app purchase intention. This shows that gamer intends to buy if the price is good, and this is supported by the availability of reward. Therefore, companies still have to work hard to explore more deeply the variables studied why these variables do not support purchase intentions.
应用内手机游戏购买意愿的决定因素:基于印尼手机玩家的实证研究
游戏已经成为一个有趣的行业,即使在像今天这样的COVID-19大流行的情况下,大多数企业都倒闭了,但手机游戏仍然成为有前途的细分市场。本研究旨在研究决定非付费玩家应用内手机游戏购买意向的因素,以瞄准印尼的年轻玩家市场。共招募了264名手机游戏玩家作为调查对象。数据收集采用横断面调查与结构化问卷。使用SmartPLS来验证研究假设。根据研究结果,奖励会影响商品价格,并影响应用内购买意愿。可玩性、访问灵活性、连通性和奖励不会影响应用内购买意愿。这表明,如果价格合适,玩家就会购买,这是由奖励的可用性所支持的。因此,企业还需要努力去更深入地探索这些变量,研究这些变量为什么不支持购买意愿。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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