Proceedings of the First International Conference of Economics, Business & Entrepreneurship, ICEBE 2020, 1st October 2020, Tangerang, Indonesia

Research Article

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

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  • @INPROCEEDINGS{10.4108/eai.1-10-2020.2304925,
        author={Benediktus Andjar Tito Atmoko and Jeanne  Ellyawati},
        title={DETERMINANT OF IN-APP MOBILE GAME PURCHASE INTENTION: AN EMPIRICAL STUDY OF INDONESIAN MOBILE GAMER},
        proceedings={Proceedings of the First International Conference of Economics, Business \& Entrepreneurship, ICEBE 2020, 1st October 2020, Tangerang, Indonesia},
        publisher={EAI},
        proceedings_a={ICEBE},
        year={2021},
        month={4},
        keywords={in-app mobile game emotional value quality value social value purchase intention},
        doi={10.4108/eai.1-10-2020.2304925}
    }
    
  • Benediktus Andjar Tito Atmoko
    Jeanne Ellyawati
    Year: 2021
    DETERMINANT OF IN-APP MOBILE GAME PURCHASE INTENTION: AN EMPIRICAL STUDY OF INDONESIAN MOBILE GAMER
    ICEBE
    EAI
    DOI: 10.4108/eai.1-10-2020.2304925
Benediktus Andjar Tito Atmoko1,*, Jeanne Ellyawati1
  • 1: Universitas Atma Jaya Yogyakarta
*Contact email: andjar.atmoko@gmail.com

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.