A Study of Player Behavior And Social Influences to Purchase Intention Mobile Legends: Bang Bang In-Game Item

Windu Praditiyo Subarkah, Adi Santoso, Wahna Widhianingrum
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 Design/methodology/approach: The number of samples in this study was 310, the sampling method used purposive sampling. Respondents are active Mobile Legends game players who have participated in answering our research questionnaire. The data collection method uses online questionnaire distribution using Google Forms. Measurement of data using answers with a Likert scale of 1 to 10 with 1 point strongly disagree and 10 points strongly agree. Data were analyzed using the PLS-SEM method using Smart PLS 3.0 software.
 Findings: Player behavior includes achievement, challenge, escapism, and social interaction. Social influences consist of network externality and community involvement. The results of our research show that player behavior consists of achievement, challenge, escapism, and social influences such as network externality, and community involvement have a significant positive effect on Purchase Intention.
 Originality/value: This study explores the purchase intention of virtual item in the mobile legends game using the uses and gratifications theory (U&G). The application of U&G theory is seen from the behavior of the players. Social influences is also applied to see the influence from outside the players.","PeriodicalId":53091,"journal":{"name":"IJEBD International Journal of Entrepreneurship and Business Development","volume":"32 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-08-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IJEBD International Journal of Entrepreneurship and Business Development","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.24123/jeb.v4i3.5639","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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Abstract

Purpose: This quantitative study aims to analyze the interest in buying items and skins in the online game Mobile Legends in Indonesia, especially in East Java Province by looking at the psychological and social factors of game players. Player behavior is a psychological factor and social factors are social influence variables. Design/methodology/approach: The number of samples in this study was 310, the sampling method used purposive sampling. Respondents are active Mobile Legends game players who have participated in answering our research questionnaire. The data collection method uses online questionnaire distribution using Google Forms. Measurement of data using answers with a Likert scale of 1 to 10 with 1 point strongly disagree and 10 points strongly agree. Data were analyzed using the PLS-SEM method using Smart PLS 3.0 software. Findings: Player behavior includes achievement, challenge, escapism, and social interaction. Social influences consist of network externality and community involvement. The results of our research show that player behavior consists of achievement, challenge, escapism, and social influences such as network externality, and community involvement have a significant positive effect on Purchase Intention. Originality/value: This study explores the purchase intention of virtual item in the mobile legends game using the uses and gratifications theory (U&G). The application of U&G theory is seen from the behavior of the players. Social influences is also applied to see the influence from outside the players.
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玩家行为和社交因素对购买意愿的影响研究:《Bang Bang》游戏内置道具
目的:本定量研究旨在通过观察游戏玩家的心理和社会因素,分析印度尼西亚,特别是东爪哇省在线游戏《Mobile Legends》中道具和皮肤的购买兴趣。玩家行为是一种心理因素,而社会因素是社会影响变量。 设计/方法/方法:本研究样本数为310份,抽样方法采用目的抽样。受访者是活跃的《Mobile Legends》游戏玩家,他们参与了我们的调查问卷。数据收集方法采用Google Forms在线发放问卷。使用李克特量表(Likert scale)进行数据测量,1分非常不同意,10分非常同意。数据分析采用PLS- sem方法,使用Smart PLS 3.0软件。 发现:玩家行为包括成就、挑战、逃避现实和社交互动。社会影响包括网络外部性和社区参与。我们的研究结果表明,玩家行为由成就、挑战、逃避和社会影响(如网络外部性)组成,社区参与对购买意愿有显著的正向影响。 原创性/价值:本研究运用使用与满足理论(U&G)探讨手机传奇游戏中虚拟物品的购买意愿。U&G理论的应用可以从玩家的行为中看出。社交影响也用于观察来自外部玩家的影响。
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