FACTORS THAT INFLUENCE PURCHASE INTENTION FOR FREEMIUM MOBILE GAME IN INDONESIA
The surge of popularity and the increasing number of innovations in mobile games lead to the rise of freemium business model in mobile games. Due to its popularity, many large and small developers are competing in the freemium mobile game business. Along with the controversy over in-game virtual...
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Format: | Theses |
Language: | Indonesia |
Subjects: | |
Online Access: | https://digilib.itb.ac.id/gdl/view/52087 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | The surge of popularity and the increasing number of innovations in mobile games lead to the rise of
freemium business model in mobile games. Due to its popularity, many large and small developers are
competing in the freemium mobile game business. Along with the controversy over in-game virtual items
in many countries, this creates a pressure for developers to innovate their in-game purchase system and
virtual items to gain attention from players. The purpose of this research is to determine the factors that
influence purchase intention in freemium mobile games and recommend the best way for game developers
to design in-game transaction that is accepted by players. This study uses UTAUT2 with additional variable
added. The respondents are 246 people who play freemium mobile games in Indonesia and the data is
analyzed using Partial Least Square Structural Equation Modelling. The result shows that habit, hedonic
motivation, price value, and social influence have significant effects on purchase intention, while effort
expectancy, facilitating condition, game satisfaction, and performance expectancy does not have significant
effect on purchase intention. The result also shows that players prefer cosmetics and battle pass types of ingame
transaction
over
items
that
increase
performances
and
randomized
items.
The
recommended
action
for
game
developers
is
to
design
in-game
transaction
model
that
avoid
randomized
models
and
items
that
increase
performances. The in-game transaction model should be designed in a way that encourage first
time purchase to create habit for players while making sure that the price value is great. Multiplayer function
should also be considered in terms of cost. There should also be limitation on how players can purchase ingame
items
to avoid addiction and predatory practices. With this recommended action, game developers
will hopefully gain revenue from small increment of purchases from large number of players instead of
relying on a small number of players to purchase in big amount. |
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