TY - JOUR
T1 - What drives the intention to repurchase digital items in digital games? An integration of uses and gratifications theory and the expectation-confirmation model
AU - Mahfuzra, Hilmy
AU - Hidayanto, Achmad Nizar
AU - Hapsari, Ika Chandra
AU - Utari, Prahastiwi
N1 - Publisher Copyright:
© 2019 Inderscience Enterprises Ltd.
PY - 2019
Y1 - 2019
N2 - This study aims to investigate the effect of gratification on the intention to repurchase digital items in digital games by extending the expectation-confirmation model in order to include the perceived value. Data obtained from 495 respondents were analysed using structural equation modelling (SEM) with the help of the SmartPLS 3.0 tool. The results of this study indicate that both enjoyment and customisation influence users' intention to repurchase digital items in digital games through satisfaction, while enjoyment, social presence, and social interaction influence users' intention to repurchase digital items in digital games through perceived value. Our results also demonstrate that both satisfaction and perceived value influence users' repurchase intention, which confirms the validity of our extension of the expectation-confirmation model.
AB - This study aims to investigate the effect of gratification on the intention to repurchase digital items in digital games by extending the expectation-confirmation model in order to include the perceived value. Data obtained from 495 respondents were analysed using structural equation modelling (SEM) with the help of the SmartPLS 3.0 tool. The results of this study indicate that both enjoyment and customisation influence users' intention to repurchase digital items in digital games through satisfaction, while enjoyment, social presence, and social interaction influence users' intention to repurchase digital items in digital games through perceived value. Our results also demonstrate that both satisfaction and perceived value influence users' repurchase intention, which confirms the validity of our extension of the expectation-confirmation model.
KW - Digital games
KW - Digital items
KW - Expectation conformation model
KW - Online game community
KW - Repurchase intention
KW - SEM
KW - Structural equation modelling
KW - Uses and gratification
UR - http://www.scopus.com/inward/record.url?scp=85062711097&partnerID=8YFLogxK
U2 - 10.1504/ijbis.2019.10019597
DO - 10.1504/ijbis.2019.10019597
M3 - Article
AN - SCOPUS:85062711097
SN - 1746-0972
VL - 30
SP - 253
EP - 276
JO - International Journal of Business Information Systems
JF - International Journal of Business Information Systems
IS - 3
ER -