FACTORS INFLUENCING PURCHASE INTENTION AND ACTUAL PURCHASE OF FREE TO PLAY GAMES: THE CASE OF VALORANT GAMES

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Tritanio Nizar Rabulizat
Chairy Chairy
Filda Rahmiati
Felix Goenadhi

Abstract

Pasar game terus berkembang selama bertahun-tahun, menyumbang pendapatan signifikan dari penjualan "item dalam game". Pendapatan dari penjualan "item dalam game" di Valorant dianggap sangat tinggi, mengingat bahwa Valorant adalah game First Person Shooter (FPS) gratis. Penelitian ini bertujuan untuk mengidentifikasi pengaruh ekspektasi kinerja, motivasi hedonis, dan pengaruh sosial terhadap niat beli dan pembelian aktual pemain Valorant di Indonesia. Penelitian ini menggunakan metode purposive sampling, mengumpulkan 215 responden menggunakan Google Forms untuk mendistribusikan kuesioner di komunitas game di Facebook dan Discord yang telah memainkan Valorant selama lebih dari satu tahun, dan telah menggunakan item dalam game selama lebih dari satu tahun. Partial Least Squares Structural Equation Modeling (PLS-SEM) digunakan untuk analisis statistik. Hasil penelitian ini menunjukkan bahwa motivasi hedonis dan pengaruh sosial memiliki pengaruh positif terhadap niat beli dan pembelian aktual. Namun, harapan kinerja tidak mempengaruhi baik niat beli maupun pembelian yang sebenarnya. Ditemukan bahwa gamer Indonesia lebih cenderung melakukan pembelian jika mereka melihat keuntungan yang nyata.


 


The gaming market has continued to grow over the years, contributing significant revenue from selling “in-game items”. The revenue from selling “in-game items” in Valorant is considered very high, knowing that Valorant is a free First Person Shooter (FPS) game. This research aims to identify the influence of performance expectancy, hedonic motivations, and social influence on Valorant players' purchase intention and actual purchases in Indonesia. This research used a purposive sampling method, collecting 215 respondents using Google Forms to distribute questionnaires within gaming communities on Facebook and Discord having played Valorant for over a year, and having used in-game items for over a year. Partial Least Squares Structural Equation Modeling (PLS-SEM) employed for statistical analysis. The result of this research shows that hedonic motivations and social influence have a positive influence on purchase intention and actual purchase. However, performance expectancy did not influence both purchase intention and actual purchase. It was found that Indonesian gamers are more likely to make purchases if they perceive tangible advantages

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References

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