Abstract
This study aims to predict the behavior of purchase decisions for virtual goods, especially for PUBG Mobile game players, using a use and gratification approach, as well as perceived value as mediation. The population of this research is PUBG Mobile game players. The conditional sampling technique or purposive sampling amounted to 206 respondents. Samples are game players who have purchased virtual goods. Data analysis using SEM PLS. The results show that utilitarian gratification has the most influence on the PUBG virtual item top-up decision. The contribution of the mediating variable, namely the perceived value, did not succeed in increasing the influence of the independent variable on the topup decision. The research results are expected to be one of the product development strategies for game developers.
Highlights
The popularity of smartphone games is increasingly becoming the first choice of entertainment today
It is concluded that utilitarian gratification has a positive and significant effect on the decision to top up virtual items
In the PUBG Mobile game, there is a virtual currency called Unknown Cash (UC), which can be used as a medium of exchange to buy Crate, on PUBG Premium and Superior, using the “gacha system”
Summary
The popularity of smartphone games is increasingly becoming the first choice of entertainment today. It turns out that some game players are willing to spend their money in addition to buying more internet quota, and the attributes and virtual support items. Virtual sales of online game items are increasingly generating real income. This gives reasons for the importance of identifying the factors and consumption values that are considered There are mobile apps features, various additional application features including mobile games, and so on (Ho and Wu, 2012). The concept of the mobile game economy experienced a mobile is an online mobile game with a battle royale type game stream with a total of 100 players, players can play independently, alone, and in squad teams (three to four people), and can invite other players as a team
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
More From: Journal of Economics, Finance And Management Studies
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.