TY - GEN
T1 - Driving Factors Analysis of Mobile Game In-app Purchase Intention in Indonesia
AU - Hamid, Fairuz Nawfal
AU - Suzianti, Amalia
N1 - Funding Information:
This research was supported by Universitas Indonesia. All data were collected and processed in Department of Industrial Engineering, Faculty of Engineering Universitas Indonesia.
Publisher Copyright:
© 2020 ACM.
PY - 2020/6/16
Y1 - 2020/6/16
N2 - The online game is one of many mobile applications that becomes very popular in the past five years. The game industry market has grown rapidly and has earned a lot of fortune. Indonesia, as the country with the highest number of game players in South East Asia, is very potential for mobile game developers to produce and promote their game products. Nevertheless, local mobile developers still struggle to compete for Indonesian user's loyalty. The purposes of this study are to develop a conceptual model about factors that drive Indonesian gamers to continuously play a mobile game and make in-app purchases. The proposed model was evaluated with an online questionnaire filled by 132 paying customers, using partial least square (PLS) SEM to analyze the data. The result shows that all perceived values (game quality, game social aspect, and monetary value) were positively influenced continuance intention, while only two of them (game quality and monetary value) drive Indonesian gamers to pay for items in the game. This study provides a research model of how values on mobile game drive people to be loyal, by continuously plays and regularly does in-app purchases.
AB - The online game is one of many mobile applications that becomes very popular in the past five years. The game industry market has grown rapidly and has earned a lot of fortune. Indonesia, as the country with the highest number of game players in South East Asia, is very potential for mobile game developers to produce and promote their game products. Nevertheless, local mobile developers still struggle to compete for Indonesian user's loyalty. The purposes of this study are to develop a conceptual model about factors that drive Indonesian gamers to continuously play a mobile game and make in-app purchases. The proposed model was evaluated with an online questionnaire filled by 132 paying customers, using partial least square (PLS) SEM to analyze the data. The result shows that all perceived values (game quality, game social aspect, and monetary value) were positively influenced continuance intention, while only two of them (game quality and monetary value) drive Indonesian gamers to pay for items in the game. This study provides a research model of how values on mobile game drive people to be loyal, by continuously plays and regularly does in-app purchases.
KW - Continuance Intention
KW - Expectation-Confirmation Theory
KW - In-app Purchase Intention
KW - Mobile Game
KW - Perceived Values
KW - PLS-SEM
UR - http://www.scopus.com/inward/record.url?scp=85090967841&partnerID=8YFLogxK
U2 - 10.1145/3400934.3400938
DO - 10.1145/3400934.3400938
M3 - Conference contribution
AN - SCOPUS:85090967841
T3 - ACM International Conference Proceeding Series
SP - 7
EP - 12
BT - Asia Pacific Conference on Research in Industrial and Systems Engineering, APCORISE 2020 - Proceedings
PB - Association for Computing Machinery
T2 - 3rd Asia Pacific Conference on Research in Industrial and Systems Engineering, APCORISE 2020
Y2 - 16 June 2020
ER -