Gaming Microtransaction in Mobile Device: An Application of Unified Theory of Acceptance and Use Technology

Authors

  • Nugroho Tegar Ramadhan Faculty of Economic and Business, University of Bengkulu, Indonesia
  • Muhammad Yasser Iqbal Daulay Faculty of Economic and Business, University of Bengkulu, Indonesia
  • Ridha Semayang Faculty of Economic and Business, University of Bengkulu, Indonesia

DOI:

https://doi.org/10.56225/finbe.v2i1.191

Keywords:

gaming microtransaction, online games, technology acceptance, UTAUT

Abstract

This study explores UTAUT (Unified Theory of Acceptance and Use Technology) in the context of gaming micro transaction. An extended UTAUT model framework that include influence marketing to this research. The data analyses correspond to a sample of online player through mobile device in Indonesia. PLS-SEM is used to evaluate the data and test the hypotheses. The study reveals that influence marketing and social influence are the main factors influencing adoption and use of digital transaction in online game. UTAUT framework was confirmed in the context of the research. Gaming micro transaction is important by developer gaming industry. Thus, it is imperative to understanding the customer adoption behavior. The outcome will aid developer gaming company develop strategies that will sustain the interest of consumer to embrace diamond in online game. In conclusion, this study has successfully explored the accepted online games, based on the unified theory of acceptance and use of technology 2 (UTAUT 2). When implementing and adapting UTAUT2 to study intentions and using diamond online games, we found that it is a enough theoretical model. However, having been adapted in a game technological context very different from that originally proposed by Venkatesh et al. (2012).

References

Adiputra, I. G., & Hermawan, A. (2020). The effect of corporate social responsibility, firm size, dividend policy and liquidity on firm value: Evidence from manufacturing companies in Indonesia. International Journal of Innovation, Creativity and Change, 11(6), 325–338.

Alfansi, L., & Daulay, M. Y. I. (2021). Factor affecting the use of e-money in millennial generation: Research model UTAUT 2. Jurnal Manajemen Dan Pemasaran Jasa, 14(1), 109–122. https://doi.org/10.25105/jmpj.v14i1.8212

Alqahtani, M., & Mohammad, H. (2015). Mobile applications’ impact on student performance and satisfaction. Turkish Online Journal of Educational Technology-TOJET, 14(4), 102–112.

Alshannag, F. M., Makhamreh, H. Z., Ngah, A. H., Eneizan, B., Odeh, M. H., & Alsakarneh, A. (2022). E-payment Acceptance: Extended UTAUT Model with Security Factor. Information Sciences Letters, 11(3), 943–950. https://doi.org/10.18576/isl/110325

Aryudi, Y. B. (2021). Analisis Pengaruh Perceived Value, Promosi Penjualan Dan Influencer Marketing Terhadap Minat Pembelian (Studi Pada Pengguna Aplikasi Video Game Gratis). Jurnal Ilmiah Mahasiswa FEB, 9(2), 49–58.

Astuti, R. L. M. B., & Santoso, H. P. (2016). Pengaruh Promosi Online dan Celebrity Endorser terhadap Minat Beli Konsumen Tas Online Shop Fani House. Interaksi Online, 5(1), 1–10.

Audrezet, A., de Kerviler, G., & Guidry Moulard, J. (2020). Authenticity under threat: When social media influencers need to go beyond self-presentation. Journal of Business Research, 117, 557–569. https://doi.org/10.1016/j.jbusres.2018.07.008

Belanche, D., Casaló, L. V, Flavián, M., & Ibáñez-Sánchez, S. (2021). Understanding influencer marketing: The role of congruence between influencers, products and consumers. Journal of Business Research, 132, 186–195. https://doi.org/10.1016/j.jbusres.2021.03.067

Blumberg, B., Cooper, D., & Schindler, P. (2014). EBOOK: Business Research Methods. McGraw Hill.

Celik, H. (2016). Customer online shopping anxiety within the Unified Theory of Acceptance and Use Technology (UTAUT) framework. Asia Pacific Journal of Marketing and Logistics, 28(2). https://doi.org/10.1108/APJML-05-2015-0077

Evans, N. J., Phua, J., Lim, J., & Jun, H. (2017). Disclosing Instagram Influencer Advertising: The Effects of Disclosure Language on Advertising Recognition, Attitudes, and Behavioral Intent. Journal of Interactive Advertising, 17(2), 138–149. https://doi.org/10.1080/15252019.2017.1366885

García, F., Vázquez-Guerrero, J., Castellano, J., Casals, M., & Schelling, X. (2020). Differences in physical demands between game quarters and playing positions on professional basketball players during official competition. Journal of Sports Science & Medicine, 19(2), 256–263.

Guan, C., & Li, E. Y. (2021). A note on influencer marketing in social media. International Journal of Internet Marketing and Advertising, 15(2), 124–128.

Hughes, C., Swaminathan, V., & Brooks, G. (2019). Driving Brand Engagement Through Online Social Influencers: An Empirical Investigation of Sponsored Blogging Campaigns. Journal of Marketing, 83(5), 78–96. https://doi.org/10.1177/0022242919854374

Jihan, F. (2020). Ternyata Jumlah Gamer Wanita di Indonesia Jauh Lebih Banyak Dari Pria. In Dikutip dari https://nextren. grid. id/read/012231813/ternyata-jumlah-gamer-wanita-di-indonesia-jauh-lebih-banyak-dari-pria.

Junnonyang, E. (2021). Integrating TAM, perceived risk, trust, relative advantage, government support, social influence and user satisfaction as predictors of mobile government adoption behavior in Thailand. International Journal of EBusiness and EGovernment Studies, 13(1), 159–178.

Kapitan, S., & Silvera, D. H. (2016). From digital media influencers to celebrity endorsers: attributions drive endorser effectiveness. Marketing Letters, 27(3), 553–567. https://doi.org/10.1007/s11002-015-9363-0

Lengkawati, A. S., & Saputra, T. Q. (2021). Pengaruh Influencer Marketing Terhadap Keputusan Pembelian (Studi Pada Elzatta Hijab Garut). Prismakom, 18, 32–40.

Lou, C., & Yuan, S. (2019). Influencer Marketing: How Message Value and Credibility Affect Consumer Trust of Branded Content on Social Media. Journal of Interactive Advertising, 19(1), 58–73. https://doi.org/10.1080/15252019.2018.1533501

Mathur, S. K., & Dhulla, T. V. (2014). Factors influencing professionals’ decision for cloud computing adoption. 2(2), 397–401.

Newzoo, B. (2019). Global Games Market Report 2019.

Ramírez-Correa, P., Rondán-Cataluña, F. J., Arenas-Gaitán, J., & Martín-Velicia, F. (2019). Analysing the acceptation of online games in mobile devices: An application of UTAUT2. Journal of Retailing and Consumer Services, 50, 85–93. https://doi.org/10.1016/j.jretconser.2019.04.018

Sari, W., Firdaus, M. R., & Ikhwan, I. (2018). Kepuasan Dengan Permainan, Identifikasi Karakter dan Nilai Konsumsi Terhadap Niat Beli Barang Virtual (Studi Pada Pemain DOTA 2 di Indonesia). Jurnal Ekonomi Dan Manajemen, 19(2), 711–720.

Siagian, H., & Cahyono, E. (2014). Analisis Website Quality, Trust dan Loyalty Pelanggan Online Shop. Jurnal Manajemen Pemasaran, 8(2), 55–61. https://doi.org/10.9744/pemasaran.8.2.55-61

Sokolova, K., & Kefi, H. (2020). Instagram and YouTube bloggers promote it, why should I buy? How credibility and parasocial interaction influence purchase intentions. Journal of Retailing and Consumer Services, 53, 101–742. https://doi.org/10.1016/j.jretconser.2019.01.011

Susanto, J. T. (2021). Analisis Pengaruh Hedonic Shopping Motivation dan Shopping Lifestyle terhadap Impulse Buying pada Generasi Z Pengguna Tokopedia. Jurnal Strategi Pemasaran, 8(1), 1–9.

Tafesse, W., & Wood, B. P. (2021). Followers’ engagement with instagram influencers: The role of influencers’ content and engagement strategy. Journal of Retailing and Consumer Services, 58, 102–303. https://doi.org/10.1016/j.jretconser.2020.102303

Torphy, K., Hu, S., Liu, Y., & Chen, Z. (2020). Teachers Turning to Teachers: Teacherpreneurial Behaviors in Social Media. American Journal of Education, 127(1), 49–76. https://doi.org/10.1086/711012

Torres, P., Augusto, M., & Matos, M. (2019). Antecedents and outcomes of digital influencer endorsement: An exploratory study. Psychology & Marketing, 36(12), 1267–1276. https://doi.org/10.1002/mar.21274

Tsai, M.-T., & Cheng, N.-C. (2012). Understanding knowledge sharing between IT professionals – an integration of social cognitive and social exchange theory. Behaviour & Information Technology, 31(11), 1069–1080. https://doi.org/10.1080/0144929X.2010.550320

Venkatesh, Morris, Davis, & Davis. (2003). User Acceptance of Information Technology: Toward a Unified View. MIS Quarterly, 27(3), 425–478. https://doi.org/10.2307/30036540

Venkatesh, Thong, & Xu. (2012). Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology. MIS Quarterly, 36(1), 157–178. https://doi.org/10.2307/41410412

Venkatesh, V. (2022). Adoption and use of AI tools: a research agenda grounded in UTAUT. Annals of Operations Research, 308(1–2), 641–652. https://doi.org/10.1007/s10479-020-03918-9

Vrontis, D., Makrides, A., Christofi, M., & Thrassou, A. (2021). Social media influencer marketing: A systematic review, integrative framework and future research agenda. International Journal of Consumer Studies, 45(4), 617–644. https://doi.org/10.1111/ijcs.12647

Widyanto, H. A., Kusumawardani, K. A., & Yohanes, H. (2022). Safety first: extending UTAUT to better predict mobile payment adoption by incorporating perceived security, perceived risk and trust. Journal of Science and Technology Policy Management, 13(4), 952–973. https://doi.org/10.1108/JSTPM-03-2020-0058

Xu, X. (2014). Understanding users’ continued use of online games: An application of UTAUT2 in social network games. MMEDIA 2014, 58–65.

Yulius, R. (2017). Analisis Perilaku Pengguna dalam Pembelian Item Virtual pada Game Online. Journal of Animation & Games Studies, 3(1), 1. https://doi.org/10.24821/jags.v3i1.1582

Downloads

Published

2023-04-30

How to Cite

Ramadhan, N. T., Daulay, M. Y. I., & Semayang, R. (2023). Gaming Microtransaction in Mobile Device: An Application of Unified Theory of Acceptance and Use Technology . Frontiers in Business and Economics, 2(1), 19–25. https://doi.org/10.56225/finbe.v2i1.191

Issue

Section

Articles
Abstract viewed = 327 times