scholarly journals Purchase intention and behavioural use of freemium mobile games during Covid-19 outbreak in Indonesia

2022 ◽  
Vol 197 ◽  
pp. 403-409
Author(s):  
Rizshad Abdillah Ericska ◽  
Liza Agustina Maureen Nelloh ◽  
Sasotya Pratama
2019 ◽  
Vol 3 (6) ◽  
pp. 65
Author(s):  
Diana Chandra didjaja Dan Yanuar

Huge growth potential has been predicted for in-app purchases and the mobile game market but little is known about what motivates game players to make purchases in mobile game. This study aims to determine the main factors that can influence the purchase intention from players in Ragnarok mobile games. Based on previous research, this study revealed perceived value and loyalty of all players can attract purchase intention. This is a descriptive research by using questionaire which distributed to 120 respondents in Jakarta area. Data was collected by using non probability sampling method. SEM analysis were used for data analysis by using SmartPLS. From this study, it was found that variable perceived value and variable loyalty can influence purchase intention significantly. It was found that loyalty can be a mediator between perceived value and purchase intention.


2019 ◽  
Vol 11 (2) ◽  
pp. 131
Author(s):  
Nur Arif Munadie ◽  
Teguh Widodo

Mobile technology has become something inseparable thing from everyday life. One feature of mobile technology that often used is gaming applications or also called mobile games, this technology using behavior creates opportunities for every business involved in the mobile game industry. The growth of mobile games usage in addition to creating opportunities also creates challenges in the form of competition from other business actors in the same industry. In order to win the competition, a strategy that can be used to meet consumer expectations of value of the product which ultimately leads to the urge to make a purchase is needed. This study aims to measure the influence of values perceived by consumers and loyalty as a mediator of purchase intentions in consumers of mobile games in Indonesia. Structural Equation Modeling (SEM) was used for this study. Tests were carried on 207 players in Indonesia with the characteristics of never having previously purchased in-app purchases. The results showed that the playfulness variable had a positive and significant impact on loyalty. The connectedness variable had a positive and significant impact on good price, loyalty, and in-app purchase intention, and the good price variable had a positive and significant impact on in-app purchase intention.


2016 ◽  
Vol 1 (1) ◽  
pp. 79
Author(s):  
Theresia Mannuela Gultom ◽  
Albert Kriestian NAN

This study was conducted to determine the influence of Product Placement and Congruity Ads toward buying interest which is moderated by consumers’ attitude on “advergames” brand. The participant of this study was 100 students of Satya Wacana Christian University, which consist of 87 male students and 13 female students. All of the participants have ever played “PES 2016” game on their mobile games application. The sampling technique was purposive sampling, with questionnaire as the data collection method. The analysis used in this study was regression analysis interaction. The result showed that there was no moderation effect of product placement and congruity ads toward purchase intention, twotypes of products in the context of the game.


2021 ◽  
Vol 14 (2) ◽  
pp. 165
Author(s):  
Pantas H Silaban ◽  
Andri Dayarana K. Silalahi ◽  
Edgar Octoyuda

<p>Research on consumer behavior, particularly on online mobile games, is an emerging topic that must be more deeply explored. As a relatively new topic, the approach and discussion of consumer behavior based on the online mobile games environment challenge researchers to describe it in a theoretical study. This research investigates the user's addiction to online mobile games (OMG) in apps purchase intention through a stickiness mediation variable. The samples were determined by using purposive random sampling, which consisted of gamers or people who were playing online mobile games and ever purchase a games feature. Therefore, a total of 439 responses were collected through an online survey. This research employs SmartPLS 2.0 to test both measurement and structural models. The results showed that the addiction to online mobile games influenced app purchase intention, and stickiness also mediated the relationship between addiction to online mobile games and app purchase intention. The contribution of this research emphasizing that the addiction to online mobile games had become a behavior that created stickiness and intention is also discussed in this research.</p>


2005 ◽  
Author(s):  
Mark Matthews ◽  
Gavin Doherty ◽  
John Sharry
Keyword(s):  

2020 ◽  
Vol 7 (2) ◽  
pp. 61-70
Author(s):  
Fachri Eka Saputra ◽  
Fedyah Anggriani

The purpose of this study as to determine how the effect of waterpark image and price fairness on customer satisfaction and its implications for customer loyalty at Waterpark Wahana Surya Bengkulu. The measurement of this study uses 14 indicator items which are distributed using an online questionnaire. The number of samples in this study were 136 respondents and the data were analyzed using SEM PLS (Partial Least Square). Date were collected using a questionnaire using a Likert scale. This research used descriptive method with a quantitative approach. The type of data used in this study is primary data. The results of this study prove that 1. waterpark image has a positive effect on price fairness, 2. Waterpark image has a positive effect on customer satisfaction, 3. Fairness of price has a positive effect on customer satisfaction, 4. Waterpark image has a positive effect on customer loyalty, 5. Fairness of price has a positive effect on customer loyalty, 6. Customer satisfaction has no effect on customer loyalty.


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