THE ROLES OF VIRTUAL CHALLENGE AND DIVERSION IN PAY TO PLAY (P2P) PRACTICES AMONG INDONESIAN MOBILE GAMERS

Main Article Content

Ghina Rizky
Jhanghiz Syahrivar
Yuling Wei
Chairy Chairy

Abstract

Penelitian ini bertujuan untuk mengetahui faktor-faktor yang mempengaruhi niat bermain dan membayar (P2P) pada game seluler. Pasar game seluler sedang tumbuh dan menguntungkan. Dalam hal pendapatan, Indonesia adalah salah satu pasar game terbesar di Asia Tenggara. Namun, perusahaan game lokal hanya memiliki persentase pasar yang sangat kecil. Beberapa konsep yang terkait dengan P2P dimasukkan dalam penelitian ini, yaitu fleksibilitas waktu, pengalihan, dan tantangan. Penelitian kuantitatif ini menggunakan teknik purposive sampling dan berhasil mengumpulkan 324 mobile gamer bergenre Strategy, Multiplayer Online Battle Arena (MOBA) dan Action. Untuk menganalisis data, penelitian ini menggunakan Structural Equation Modeling (SEM) melalui software SPSS dan AMOS. Hasil penelitian menunjukkan bahwa 1) Tantangan memiliki efek positif terhadap niat bermain game seluler dan niat membayar barang virtual 2) Niat bermain game seluler memiliki efek positif terhadap niat membayar barang virtual 3) Pengalihan memiliki efek positif terhadap niat membayar barang virtual dan 4) Niat bermain game seluler memediasi secara parsial hubungan antara tantangan dan niat membayar barang virtual.

 

This research aims to investigate factors influencing the intention to play and pay (P2P) in mobile games. The mobile games market is growing and lucrative. In terms of revenue, Indonesia is one of Southeast Asia's biggest gaming markets. However, local gaming companies only own a very small percentage of the market. Several P2P-related concepts are incorporated in this research, namely time flexibility, diversion, and challenge. This quantitative research used a purposive sampling technique to recruit 324 mobile gamers from Strategy, Multiplayer Online Battle Arena (MOBA) and Action genres. To analyse the data, this research employed Structural Equation Modelling (SEM) via SPSS and AMOS software. The results show that 1) Challenge has positive effects on the intention to play mobile games and the intention to pay for virtual items 2) The intention to play mobile games has a positive effect on the intention to pay for virtual items 3) Diversion has a positive effect on the intention to pay for virtual items and 4) The intention to play mobile games partially mediates the relationship between challenge and the intention to pay for virtual items.

Article Details

Section
Articles
Author Biographies

Jhanghiz Syahrivar, President University and Corvinus University of Budapest

Jhanghiz Syahrivar is an Assistant Professor and Program Coordinator of Marketing at President University, Indonesia, and a research fellow at Corvinus University of Budapest, Hungary. He is one of the key organizers of the European Marketing Academy (EMAC) Conference. His primary research area is moral consumption behaviour, covering religious/spiritual and green/sustainable research. Jhanghiz has been invited as an international reviewer for Elsevier and Springer publications. In 2016, he was involved as an on-site supervisor in the International Research Project (IRP) organized by the Marketing Association of Amsterdam (MAA). From 2019 to 2021, he was involved as an international researcher for an Autonomous Vehicle (AV) research project funded by the Hungarian Government. Jhanghiz has also received several scholarships and awards, among others from the EducationUSA Program, USA (2015), the Stipendium Hungaricum Program, Hungary (2018), and the Polish-Asian Bridge PROM Program, Poland (2019).

Chairy Chairy, President University

Professor of Marketing

References

Ajzen, I. (1991). The theory of planned behavior. Organizational Behavior and Human Decision Processes, 50(2), 179-211. https://doi.org/10.1016/0749-5978(91)90020-T

Alexiou, A., & Schippers, M. C. (2018). Digital Games Elements, User Experience and Learning: A Conceptual Framework. Education Information of

Technology, 23, 2545-2567. https://doi.org/10.1007/s10639-018-9730-6

Amin, K. P., Griffiths, M. D., & Dsouza, D. D. (2020). Online gaming during the COVID-19 pandemic in India: Strategies for work-life balance. International Journal of Mental Health and Addiction, 1-7. https://doi.org/10.1007/s11469-020-00358-1

Baabdullah, A. M. (2018). Factors influencing adoption of mobile social network games (M-SNGs): The Role of Awareness. Information Systems Frontiers, 22, 411-427. https://doi.org/10.1007/s10796-018-9868-1

Budak, G. (2020). Problem structuring for technical decisions in mobile games for the companies: An operational research perspective. Entertainment Computing, 34, 100361. https://doi.org/10.1016/j.entcom.2020.100361

Budiansyah, A. (2020, February 13). Pity! RI game market rp 16 t, local only control 0.2%. Retrieved from CNBC Indonesia: https://www.cnbcindonesia.com/tech/20200213164303-37-137712/miris-pasar-game-ri-rp-16-t-lokal-cuma-kuasai-02/2

Chang, Y., Yan, J., Zhang, J., & Luo, J. (2013). Online in-game advertising effect: Examining the influence of a match between games and advertising. Journal of Interactive Advertising, 11(1), 63-73. https://doi.org/10.1080/15252019.2010.10722178

Curvelo, I. C., Watanabe, E. A., & Alfinito, S. (2019). Purchase intention of organic food under the influence of attributes, consumer trust and perceived value. Revista de Gestão, 26(3), 198-211. https://doi.org/10.1108/REGE-01-2018-0010

Denisova, A., Guckelsberger, C., & Zendle, D. (2017). Challenge in digital games: Towards developing a measurement tool. In the Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems (pp. 2511-2519). https://dx.doi.org/10.1145/3027063.3053209

Fazeli, S., Zeidi, I. M., Lin, C. Y., Namdar, P., Griffiths, M. D., Ahorsu, D. K., & Pakpour, A. H. (2020). Depression, anxiety, and stress mediate the associations between internet gaming disorder, insomnia, and quality of life during the COVID-19 outbreak. Addictive Behaviors Reports, 12, 100307. https://doi.org/10.1016/j.abrep.2020.100307

Hamari, J. (2015). Why do people buy virtual goods? Attitude toward virtual good purchases versus game enjoyment. International Journal of Information Management, 35, 299-308. http://dx.doi.org/10.1016/j.ijinfomgt.2015.01.007

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, 102040. https://doi.org/10.1016/j.ijinfomgt.2019.102040

Hamari, J., Malik, A., Koski, J., & Johri, A. (2019). Uses and gratifications of pokémon go: Why do people play mobile location-based augmented reality games? International Journal of Human–Computer Interaction, 35(9), 804-819. https://doi.org/10.1016/j.chb.2018.12.008

Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: an empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, 170-179. http://dx.doi.org/10.1016/j.chb.2015.07.045

Jiang, Q., & Chung, J. H. (2021). A case study on the promotional animation of the mobile game'Honour Of Kings'. Journal of Digital Convergence, 19(8), 293-299. https://doi.org/10.14400/JDC.2021.19.8.293

Jin, S. A. A. (2012). “Toward integrative models of flow”: Effects of performance, skill, challenge, playfulness, and presence on flow in video games. Journal of Broadcasting and Electronic Media, 56(2), 169-186. https://doi.org/10.1080/08838151.2012.678516

Kotler, P., & Armstrong, G. (2018). Principles of Marketing (17th Edition) Global Edition. (S. Wall, Ed.) Pearson Education Limited.

Leung, L. (2020). Exploring the relationship between smartphone activities, flow experience, and boredom in free time. Computers in Human Behavior, 103, 130-139. https://doi.org/10.1016/j.chb.2019.09.030

Li, Q., Guo, X., Bai, X., & Xu, W. (2018). Investigating Microblogging Addiction Tendency through the Lens of Uses and Gratifications Theory. Internet Research, 28(5), 1228-1252. https://doi.org/10.1108/IntR-03-2017-0092

Liao, G. Y., & Teng, C. I. (2017). You can make it: expectancy for growth increases online gamer loyalty. International Journal of Electronic Commerce, 21(3), 398-423. https://doi.org/10.1080/10864415.2016.1319227

Liu, Y., Liu, D., Yuan, Y., & Archer, N. (2018). Examining Situational Continuous Mobile Game Play Behavior from the Perspectives of Diversion and Flow Experience. Information Technology and People, 31(4), 948-965. https://doi.org/10.1108/ITP-02-2016-0042

Lopez-Fernandez, O., Männikkö, N., Kääriäinen, M., Griffiths, M. D., & Kuss, D. J. (2018). Mobile gaming and problematic smartphone use: A comparative study between Belgium and Finland. Journal of Behavioral Addictions, 7(1), 88-99. https://doi.org/10.1556/2006.6.2017.080

Maroney, N., Williams, B. J., Thomas, A., Skues, J., & Moulding, R. (2019). A stress-coping model of problem online video game use. International Journal of Mental Health and Addiction, 17(4), 845-858. https://doi.org/10.1007/s11469-018-9887-7

Newzoo. (2019, December 20). Insights into the Indonesian Games Market. Retrieved from Newzoo: https://newzoo.com/insights/infographics/insights-into-the-indonesian-games-market/

Schreiber, J. B., Nora, A., Stage, F. K., Barlow, E. A., & King, J. (2006). Reporting structural equation modeling and confirmatory factor analysis results: A review. The Journal of Educational Research, 99(6), 323-338. https://doi.org/10.3200/JOER.99.6.323-338

Sobel, M. E. (1982). Asymptotic confidence intervals for indirect effects in structural equation models. Sociological Methodology, 13, 290-312. https://doi.org/10.2307/270723

Souza, L. L., & Freitas, A. A. (2017). Consumer behavior of electronic games' players: A study on the intentions to play and to pay. Revista de Administração (São Paulo), 52, 419-430. https://doi.org/10.1016/j.rausp.2017.08.004

Syahrivar, J., Chairy, C., Juwono, I.D., & Gyulavári, T. (2022). Pay to play in freemium mobile games: a compensatory mechanism. International Journal of Retail and Distribution Management, 50(1), 117-134. https://doi.org/10.1108/IJRDM-09-2020-0358

Syahrivar, J., Genoveva, G., Chairy, C., & Manurung, S. P. (2021). COVID-19-Induced Hoarding Intention Among the Educated Segment in Indonesia. SAGE Open, 11(2), 21582440211016904. https://doi.org/10.1177/21582440211016904

Syahrivar, J., Selamat, F., & Chairy, C. (2020). The role of technology savviness in Muslim Online Shopping (MOS). Jurnal Muara Ilmu Ekonomi dan Bisnis, 4(2), 240-250. https://doi.org/10.24912/jmieb.v4i2.7865

Wei, P. S., & Lu, H. P. (2014). Why do People Play Mobile Social Games? An Examination of Network Externalities and of Uses and Gratifications. Internet Research, 24(3), 313-331. https://doi.org/10.1108/IntR-04-2013-0082

Wu, J., & Liu, D. (2007). The Effects of Trust and Enjoyment on Intention to Play Online Games. Journal of Electronic Commerce Research, 8(2), 128-140. Retrieved from: http://www.jecr.org/sites/default/files/08_2_p02.pdf

Wu, S. L., & Hsu, C. P. (2018). Role of authenticity in massively multiplayer online role playing games (MMORPGs): Determinants of virtual item purchase intention. Journal of Business Research, 92, 242-249. https://doi.org/10.1016/j.jbusres.2018.07.035

Yi, J., Lee, Y., & Kim, S. H. (2019). Determinants of growth and decline in mobile game diffusion. Journal of Business Research, 99, 363-372. https://doi.org/10.1016/j.jbusres.2017.09.045