Drivers Of Purchase Intention And Willingness To Pay Microtransactions In Mobile Legends

Authors

  • Wilson James Metasurya Loa Faculty of Management, Universitas Pelita Harapan, Tangerang, Indonesia
  • Margaretha Pink Berlianto Faculty of Economics & Business, Universitas Pelita Harapan, Tangerang, Indonesia

DOI:

https://doi.org/10.24912/jm.v26i3.1022
Keywords: Antecedents; Satisfaction; Continued Use Intention; Purchase Intention; Willingness to Purchase

Abstract

This study aims to analyze the antecedents of satisfaction and continued use intention and investigate the effects of satisfaction and continued use intention towards Indonesian Mobile Legends players purchase intention and willingness to purchase for microtransactions. The population of this study was Indonesians who has played and purchased virtual items in Mobile Legends by distributing questionnaires to a total of 235 respondents. The sampling technique was purposive sampling. Data was analyzed using PLS-SEM. The results explored the influence of, social value, quality, and economic value having a positive impact on satisfaction and continued use intention except for social value that showed no effect on continued use intention. Satisfaction also influenced continued use intention and willingness to pay while continued use intention affected purchase intention. This study has succeeded in contributing towards research on the variables that influence satisfaction, continued use intention, purchase intention, and willingness to pay.


Author Biographies

Wilson James Metasurya Loa, Faculty of Management, Universitas Pelita Harapan, Tangerang, Indonesia

wilsonjmetasurya@gmail.com

Margaretha Pink Berlianto, Faculty of Economics & Business, Universitas Pelita Harapan, Tangerang, Indonesia

margaretha.berlianto@uph.edu

References

Abuhamdeh, S. (2020). Investigating the “Flow” Experience: Key Conceptual and Operational Issues. Frontiers in Psychology, 11. https://doi.org/10.3389/fpsyg.2020.00158.

Abuhamdeh, S. (2020). Investigating the “Flow” Experience: Key Conceptual and Operational Issues. Frontiers in Psychology, 11. https://doi.org/10.3389/fpsyg.2020.00158.

Agag, G. M., Khashan, M. A., & ElGayaar, M. H. (2019). Understanding Online Gamers’ Intentions To Play Games Online And Effects On Their Loyalty: An integration of IDT, TAM and TPB. Journal of Customer Behaviour, 18(2). https://doi.org/10.1362/147539219x15633616548597.

Alomari, K. M., Soomro, T. R., & Shaalan, K. (2016). Mobile Gaming Trends And Revenue Models. Lecture Notes In Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 9799. https://doi.org/10.1007/978-3-319-42007-3_58.

Ameer, I. A. (2013). Satisfaction- A Behavioral Perspective On Consumer: Review, Criticism And Contribution. International Journal of Research Studies in Management, 3(1). https://doi.org/10.5861/ijrsm.2013.406.

Azzahro, F., Ghibran, J. V., & Handayani, P. W. (2020). Customer Satisfaction and Willingness to Pay On Demand Entertainment Streaming Service: The Role of Service Quality and Perceived Values. 2020 International Conference on Information Technology Systems and Innovation, ICITSI 2020 - Proceedings. https://doi.org/10.1109/ICITSI50517.2020.9264953.

Bugheanu, A. M., & Strchinaru, A. L. (2020). Financial Spending Behavior Patterns Based on Education, Gender and Age. Studies in Business and Economics, 15(2). https://doi.org/10.2478/sbe-2020-0025.

Bum, C.-H. (2015). A Study on the Structural Relationship among Enjoyment Factors, Leisure Satisfaction, and Psychological Well-being in Golf Participants. Journal of the Korea Academia-Industrial Cooperation Society, 16(12). https://doi.org/10.5762/kais.2015.16.12.8336.

Chuang, Y.-W. (2020). Why Do You Buy Digital Goods In The Mobile Game? The Value Perspective. Advances in Management & Applied Economics, 10(1).

Craig, C. (2020). Mobile Legends Revenue Passes $500 million as Southeast Asia Powers Explosive Growth. Https://Sensortower.Com/Blog/Mobile-Legends-Revenue-500-Million.

Elverici, S. E. (2021). Can Social Media Promote Social Presence And Attitude In Efl Classes? Turkish Online Journal of Distance Education, 22(1). https://doi.org/10.17718/TOJDE.849893.

Gan, C., & Wang, W. (2017). The Influence Of Perceived Value On Purchase Intention In Social Commerce Context. Internet Research, 27(4). https://doi.org/10.1108/IntR-06-2016-0164.

Ghazali, E., Mutum, D. S., & Woon, M. Y. (2019). Exploring Player Behavior And Motivations To Continue Playing Pokémon GO. Information Technology and People, 32(3). https://doi.org/10.1108/ITP-07-2017-0216.

Ghazali, E. M., al Halbusi, H., Abdel Fattah, F. A. M., Hossain Uzir, M. U., Mutum, D. S., & Tan, F. L. (2022). A Study Of Player Behavior And Motivation To Purchase Dota 2 Virtual In Game Items. Kybernetes. https://doi.org/10.1108/K-08-2021-0678.

Gunawan, A., & Iqbal, I. (2018). Quality Measurement Customer Satisfaction Index (Csi) Method And Importance-Performance Analysis (Ipa) Diagram Pt. Asdp Indonesia Ferry (Persero) Merak – Banten. Journal of Engineering and Management in Industrial System, 6(1). https://doi.org/10.21776/ub.jemis.2018.006.01.2.

Hamari, J., Hanner, N., & Koivisto, J. (2020). “Why Pay Premium In Freemium Services?” A Study On Perceived Value, Continued Use And Purchase Intentions In Free-To-Play Games. International Journal of Information Management, 51. https://doi.org/10.1016/j.ijinfomgt.2019.102040.

Hamari, J. (2015). Why Do People Buy Virtual Goods? Attitude Toward Virtual Good Purchases Versus Game Enjoyment. International Journal of Information Management, 35(3). https://doi.org/10.1016/j.ijinfomgt.2015.01.007.

Hamari, J., & Keronen, L. (2017). Why Do People Play Games? A Meta-Analysis. In International Journal of Information Management (Vol. 37, Issue 3). https://doi.org/10.1016/j.ijinfomgt.2017.01.006.

Hamari, J., & Koivisto, J. (2015). Why Do People Use Gamification Services? International Journal of Information Management, 35(4). https://doi.org/10.1016/j.ijinfomgt.2015.04.006.

Hamari, J., Hanner, N., & Koivisto, J. (2017). Service Quality Explains Why People Use Freemium Services But Not If They Go Premium: An Empirical Study In Free-To-Play Games. International Journal of Information Management, 37(1). https://doi.org/10.1016/j.ijinfomgt.2016.09.004.

Hamari, J., Keronen, L., & Alha, K. (2015). Why Do People Play Games? A Review Of Studies On Adoption And Use. Proceedings of the Annual Hawaii International Conference on System Sciences, 2015-March. https://doi.org/10.1109/HICSS.2015.428.

Han, M., Wu, J., Wang, Y., & Hong, M. (2018). A Model And Empirical Study On The User’s Continuance Intention In Online China Brand Communities Based On Customer-Perceived Benefits. Journal of Open Innovation: Technology, Market, and Complexity, 4(4). https://doi.org/10.3390/joitmc4040046.

Hartiani, H., Buana, D. P., & Saufi, A. (2021). Analysis of the Influence of Brand Experience and Customer Satisfaction on Brand Loyalty and Its Implications for Willingness to Pay a Price Premium (Study on Herbalife Product Nutrition Customer in East Lombok, West Nusa Tenggara, Indonesia). International Journal of Multicultural and Multireligious Understanding, 8(12). https://doi.org/10.18415/ijmmu.v8i12.3126.

Hernik, J., & Jaworska, E. (2018). The Effect Of Enjoyment On Learning. INTED2018 Proceedings, 1. https://doi.org/10.21125/inted.2018.1087.

Hong, J., Lee, O. K., & Suh, W. (2013). A Study Of The Continuous Usage Intention Of Social Software In The Context Of Instant Messaging. Online Information Review, 37(5). https://doi.org/10.1108/OIR-08-2011-0144.

Hsu, C. L., & Lin, J. C. C. (2015). What Drives Purchase Intention For Paid Mobile Apps?-An Expectation Confirmation Model With Perceived Value. Electronic Commerce Research and Applications, 14(1). https://doi.org/10.1016/j.elerap.2014.11.003.

Hu, T., Kettinger, W. J., & Poston, R. S. (2015). The Effect Of Online Social Value On Satisfaction And Continued Use Of Social Media. European Journal of Information Systems, 24(4). https://doi.org/10.1057/ejis.2014.22.

Jo, H., Park, S., & Bae, Y.-S. (2013). Factors Influencing The Reuse Intention Of Online Shopping Mall : Focusing On Shopping Enjoyment And Concentration. Journal of the Korea Society of IT Services, 12(1), 201–213. https://doi.org/10.9716/KITS.2013.12.1.201.

Kenyon, G. N., & Sen, K. C. (2015). What is Quality? In The Perception of Quality (pp. 1–4). Springer London. https://doi.org/10.1007/978-1-4471-6627-6_1.

Khalid, N. (2014). The Role Of Perceived Usefulness And Perceived Enjoyment In Assessing Students’ Intention To Use LMS Using 3-Tum. Global Summit on Education GSE, 2014(June 2018).

Kim, J., Lee, J., & Zo, H. (2018). Toward sustainable freemium software: The roles of user satisfaction and use context. Journal of Electronic Commerce Research, 19(3).

Kinoshita, K., & Matsuoka, H. (2022). Risk And Psychological Return: A Moderating Role Of COVID-19 Risk Perception In The Impact Of Team Identification On Vitality After Sport Spectatorship In Tokyo. International Journal of Sports Marketing and Sponsorship. https://doi.org/10.1108/IJSMS-01-2022-0007.

Kneer, J., Zhang, Y., Żerebecki, B. G., & Wulf, T. (2022). Same Gaming: An Exploration of Relationships Between Gender Traits, Sexual Orientation, Motivations, and Enjoyment of Playing Video Games. Simulation & Gaming, 104687812211130. https://doi.org/10.1177/10468781221113030.

Kotler, P., & Keller, K. L. (2016). Marketing Management, 15e édition. New Jersy: Pearson Education.

Kumar, V. (2014). Making “Freemium” Work. In Harvard Business Review (Issue MAY 2014).

Liao, Y. W., Huang, Y. M., & Wang, Y. S. (2015). Factors Affecting Students’ Continued Usage Intention Toward Business Simulation Games: An Empirical Study. Journal of Educational Computing Research, 53(2). https://doi.org/10.1177/0735633115598751.

Lim, R., & Seng, E. (2011). Virtual Goods in Social Games: An Exploratory Study of Factors that Drive Purchase of In-Game Items. Virtual Goods in Social Games: An Exploratory Study of Factors That Drive Purchase of in-Game Items.

Linardi, K., & Anggono, A. H. (2019). An Empirical Study on User’s Continuous Usage Intention of Mobile Payment Services Among Generation Z in Bandung City. Proceeding Book of The 4th ICMEM 2019 and The 11th IICIES, August.

M, H., Militina, T., & Achmad, G. N. (2020). Effect Of Customer Value And Customer Experience On Customer Satisfaction And Loyalty PT Meratus Samarinda. International Journal of Economics, Business and Accounting Research (IJEBAR), 4(01). https://doi.org/10.29040/ijebar.v4i01.909.

Maeriyana, Soesilowati, E., & Rozi, F. (2019). The Influence of Service Quality on Loyality with Satisfaction, Trust and Corpaorate Image as Intervening Variables in Rukun Tani Village Cooperative Unit in Pageruyung District Kendal Regency. Journal of Economic Education, 8(1).

Mäntymäki, M., & Salo, J. (2013). Purchasing Behavior In Social Virtual Worlds: An Examination Of Habbo Hotel. International Journal of Information Management, 33(2). https://doi.org/10.1016/j.ijinfomgt.2012.12.002.

Martin, J., Elg, M., & Gremyr, I. (2020). The Many Meanings of Quality: Towards a Definition in Support of Sustainable Operations. Total Quality Management and Business Excellence. https://doi.org/10.1080/14783363.2020.1844564

Mawalia, K. al. (2020). The Impact Of The Mobile Legend Game In Creating Virtual Reality. Indonesian Journal of Social Sciences, 12(2). https://doi.org/10.20473/ijss.v12i2.22908.

Miller, K. M., Hofstetter, R., Krohmer, H., & Zhang, Z. J. (2018). Measuring Consumers’ Willingness to Pay. Which Method Fits Best? GfK Marketing Intelligence Review, 4(1). https://doi.org/10.2478/gfkmir-2014-0040.

Moore, D. S., Notz, W. I., & Fligner, M. A. (2018). The Basic Practice of Statistics (8th ed.).

Moreira, Á. V. M., Filho, V. v, & Ramalho, G. L. (2014). Understanding Mobile Game Success: A Study Of Features Related To Acquisition, Retention And Monetization. SBC Journal on Interactive Systems, 5(2).

Morwitz, V. (2014). Consumers’ Purchase Intentions and their Behavior: Foundations and Trends R? in Marketing. IOP Conference Series: Earth and Environmental Science, 16(6).

Park, E. (2019). The Role Of Satisfaction On Customer Reuse To Airline Services: An Application Of Big Data Approaches. Journal of Retailing and Consumer Services, 47. https://doi.org/10.1016/j.jretconser.2019.01.004.

Pontoh, M. B., Lotje, K. K., & Tumbuan, W. A. (2014). Kualitas Layanan, Citra Perusahaan Dan Kepercayaan Pengaruhnya Terhadap Kepuasan Nasabah Bank BRI Cabang Manado. Jurnal EMBA, 2(3).

Prasad, R. K., & Verma, S. (2020). An Investigation on Brand Boycott: Understanding Negative Psychology of Consumers in the Era of Digital Marketing. Academy of Marketing Studies Journal, 24(1).

Ray, S., Kim, S., & Morris, J. (2012). Research Note: Online Users’ Switching Costs: Their Nature and Formation. Information Systems Research.

Saba, T. (2012). Implications Of E-Learning Systems And Self-Efficiency On Students Outcomes: A Model Approach. Human-Centric Computing and Information Sciences, 2(1). https://doi.org/10.1186/2192-1962-2-6.

Shao, Z., Guo, Y., & Ge, C. (2019). Impact Of Perceived Value On Customer Satisfaction And Continuance Intention Of Bicycle Sharing Service. Proceedings of the Annual Hawaii International Conference on System Sciences, 2019-January. https://doi.org/10.24251/hicss.2019.114.

Shao, J., Zhang, T., Wang, H., & Tian, Y. (2022). Corporate Social Responsibility and Consumer Emotional Marketing in Big Data Era: A Mini Literature Review. Frontiers in Psychology, 13. https://doi.org/10.3389/fpsyg.2022.919601.

Sharma, T. G., Hamari, J., Kesharwani, A., & Tak, P. (2022). Understanding Continuance Intention To Play Online Games: Roles Of Self-Expressiveness, Self-Congruity, Self-Efficacy, And Perceived Risk. Behaviour and Information Technology, 41(2). https://doi.org/10.1080/0144929X.2020.1811770.

Shih, H. P., & Huang, E. (2014). Influences Of Web Interactivity And Social Identity And Bonds On The Quality Of Online Discussion In A Virtual Community. Information Systems Frontiers, 16(4). https://doi.org/10.1007/s10796-012-9376-7.

Sirakaya-Turk, E., Ekinci, Y., & Martin, D. (2015). The Efficacy Of Shopping Value In Predicting Destination Loyalty. Journal of Business Research, 68(9). https://doi.org/10.1016/j.jbusres.2015.01.016.

Smith, J. L., Harrison, P. R., & Bryant, F. B. (2014). Enjoyment. In Encyclopedia of Quality of Life and Well-Being Research (pp. 1900–1902). Springer Netherlands. https://doi.org/10.1007/978-94-007-0753-5_881.

Takaya, R. (2019). Antecedents Analysis of Purchase Intention. Business and Entrepreneurial Review, 16(1), 1–16. https://doi.org/10.25105/ber.v16i1.4906.

Tella, A., & Olasina, G. (2014). Predicting Users’ Continuance Intention Toward E-payment System: An extension of thge Technology Acceptance Model. International Journal of Information Systems and Social Change, 5(1).

Tom, W. (2018). Mobile Revenues Account for More than 50% of the Global Games Market as It reaches $137.9 Billion in 2018. Https://Newzoo.Com/Insights/Articles/Global-Games-Market-Reaches-137-9-Billion-in-2018-Mobile-Games-Take-Half.

Tomic, N. (2017). Effects Of Micro Transactions On Video Games Industry. Megatrend Revija, 14(3), 239–257. https://doi.org/10.5937/MegRev1703239T.

Tsai, H. T., Chien, J. L., & Tsai, M. T. (2014). The Influences Of System Usability And User Satisfaction On Continued Internet Banking Services Usage Intention: Empirical Evidence From Taiwan. Electronic Commerce Research, 14(2). https://doi.org/10.1007/s10660-014-9136-5.

Tudoran, A. A., Olsen, S. O., & Dopico, D. C. (2012). Satisfaction Strength And Intention To Purchase A New Product. Journal of Consumer Behaviour, 11(5). https://doi.org/10.1002/cb.1384.

Velázquez, B. M., Blasco, M. F., & Gil Saura, I. (2015). ICT Adoption In Hotels And Electronic Word-Of-Mouth. Academia Revista Latinoamericana de Administración, 28(2), 227–250. https://doi.org/10.1108/ARLA-10-2013-0164.

Villa, E., Ruiz, L., Valencia, A., & Picón, E. (2018). Electronic Commerce: Factors Involved In Its Adoption From A Bibliometric Analysis. Journal of Theoretical and Applied Electronic Commerce Research, 13(1). https://doi.org/10.4067/S0718-18762018000100104.

Wang, J.-L., Sheng, J.-R., & Wang, H.-Z. (2019). The Association Between Mobile Game Addiction and Depression, Social Anxiety, and Loneliness. Frontiers in Public Health, 7. https://doi.org/10.3389/fpubh.2019.00247.

Wang, W., Hsieh, J. P.-A., & Song, B. (2012). Understanding User Satisfaction With Instant Messaging: An Empirical Survey Study. International Journal of Human-Computer Interaction, 28(3), 153–162. https://doi.org/10.1080/10447318.2011.568893.

Widjaja, A., Astuti, W., & Manan, A. (2019). The Relationship between Customer Satisfaction and Loyalty: Evidence on Online Transportation Services in Indonesia. International Journal of Advances in Scientific Research and Engineering, 5(4). https://doi.org/10.31695/ijasre.2019.33166.

Yang, H., & Xia, L. (2022). Leading The Sharing Economy: An Exploration On How Perceived Value Affecting Customers’ Satisfaction And Willingness To Pay By Using DiDi. Journal of Global Scholars of Marketing Science, 32(1). https://doi.org/10.1080/21639159.2020.1808833.

Yohanna, A. (2020). The Influence Of Social Media On Social Interactions Among Students. Indonesian Journal of Social Sciences, 12(2). https://doi.org/10.20473/ijss.v12i2.22907.

Zhao, L., & Lu, Y. (2012). Enhancing Perceived Interactivity Through Network Externalities: An Empirical Study On Micro-Blogging Service Satisfaction And Continuance Intention. Decision Support Systems, 53(4), 825–834. https://doi.org/10.1016/j.dss.2012.05.019.

Downloads

PlumX Metrics

Published

2022-10-05

How to Cite

Wilson James Metasurya Loa, & Margaretha Pink Berlianto. (2022). Drivers Of Purchase Intention And Willingness To Pay Microtransactions In Mobile Legends. Jurnal Manajemen, 26(3), 567–590. https://doi.org/10.24912/jm.v26i3.1022