The Effect of Addiction, Perceived Values and Mobile Game Loyalty on Purchase Intention in Mobile Legends in Indonesia

Ilham Ramli, L. Sanny
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Abstract

The games business is quickly expanding both globally and in Indonesia, resulting in significant revenue, with Mobile Legends being one of the most popular. One way for a game to make money is through offering in-app features, which Mobile Legends does as well The goal of this study is to determine the impact of addiction, perceived value (which consist perceived playfulness, perceived flexibility, perceived connectedness, perceived reward, loyalty to Mobile Legends, and purchase intention in Mobile Legends), and loyalty to Mobile Legends on purchase intention. Based on respondent data acquired through questionnaires, this study is analyzed using PLS-SEM with SmartPLS. This was accomplished through purposive sample of Mobile Legends players that actively play the game nearly every day (every day or every two days), have never purchased in-game stuff, and intend to purchase in-game things. Addiction has a big impact on loyalty, but not on purchase intention. Apart from perceived flexibility, almost all criteria in perceived value have a major impact on mobile game loyalty. Only perceived playfulness and loyalty to mobile games have an impact on purchase intention.
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成瘾、感知价值和手机游戏忠诚度对印尼手机传奇用户购买意愿的影响
游戏业务在全球和印度尼西亚迅速扩张,带来了可观的收益,其中《Mobile Legends》最受欢迎。本研究的目的是确定成瘾、感知价值(包括感知可玩性、感知灵活性、感知连通性、感知奖励、对《Mobile Legends》的忠诚度和《Mobile Legends》的购买意愿)以及对《Mobile Legends》的忠诚度对购买意愿的影响。基于通过问卷调查获得的受访者数据,本研究使用带有SmartPLS的PLS-SEM进行分析。这是通过有目的的《Mobile Legends》玩家样本来实现的,这些玩家几乎每天(每天或每两天)都在积极地玩游戏,从未购买过游戏内的东西,但打算购买游戏内的东西。上瘾对忠诚度有很大影响,但对购买意愿没有影响。除了感知灵活性,几乎所有感知价值的标准都会对手机游戏忠诚度产生重大影响。只有可玩性和对手机游戏的忠诚度才会影响购买意愿。
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