The Art of The Gacha Lure: Determinants of The Continuous Use of Mobile Role-Playing Games (RPG) With Gacha System in Indonesia

Authors

  • Nyiayu Olivia Miranda Bakrie Management Department, BINUS Business School, Master Program, Bina Nusantara University
  • Cellila Aditama Bina Nusantara University
  • Lim Sanny Bina Nusantara University

DOI:

https://doi.org/10.37385/jaets.v6i1.4745

Keywords:

Perceived value, Flow Experience, Indonesia, role-playing games (RPG)

Abstract

The expansion of the mobile games industry should be attributed to the convenience of in-game purchases that are adopted by most mobile games in the market. In this study, we aim to investigate the relationship between determinants of continuous use of mobile RPG games with gacha system in Indonesia. We disseminated a questionnaire that was then filled in by 257 respondents. From a total of 257 results, we excluded 38 questionnaires due to non-completion as well as 8 questionnaires due to the unreliability of questionnaire answers. There were 211 questionnaires remaining for the model analysis. We proposed a total of 13 hypotheses which resulted in flow experience and satisfaction being positively associated with intention of continuous use. The findings of this study highlight how massive the effect of different type of RPG games affect the determinants of players in Indonesia.

Downloads

Download data is not yet available.

References

Ameer, I. (2014). Satisfaction- A behavioral perspective on consumer: Review, criticism and contribution. Journal of Research Studies in Management, 3(1), 75–82.

AppBrain. (2022). Google Play Ranking: The Top Grossing Games in Indonesia. Https://Www.Appbrain.Com/Stats/Google-Play-Rankings/Top_grossing/Game/Id.

Boksberger, P. E., & Melsen, L. (2011). Perceived value: a critical examination of definitions, concepts and measures for the service industry. Journal of Services Marketing, 25(3), 229–240.

Catalán, S., Martínez, E., & Wallace, E. (2019). The role of flow for mobile advergaming effectiveness. Online Information Review, 43(7), 1228–1244.

Chapple, C. (2021). Top Grossing Mobile Games Worldwide for September 2021. Https://Sensortower.Com/Blog/Top-Mobile-Games-by-Worldwide-Revenue-September-2021.

Chen, Y., & Lin, C. A. (2022). Consumer behavior in an augmented reality environment: Exploring the effects of flow via augmented realism and technology fluidity. Telematics and Informatics, 71, 101833. https://doi.org/10.1016/j.tele.2022.101833

Chuang, Y.-W. (2020). Why do you buy digital goods in the mobile game? The value perspective. Advances in Management and Applied Economics, 10(1), 35–49.

Csikszentmihalyi, M. (2019). Flow and the foundations of positive psychology: The collected works of Mihaly Csikszentmihalyi.

Dodds, W. B., Monroe, K. B., & Grewal, D. (1991). Effects of price, brand, and store information on buyers’ product evaluations. Journal of Marketing Research, 28(3), 307–319.

Ellis, G. D., Voelkl, J. E., & Morris, C. (1994). Measurement and Analysis Issues with Explanation of Variance in Daily Experience Using the Flow Model. Journal of Leisure Research, 26(4), 337–356. https://doi.org/10.1080/00222216.1994.11969966

Firdaus, A. S., & Rahadi, R. A. (2021). Conceptual Model for Factors that Influence Purchase Intention of In-game Purchase in Freemium Mobile Game. International Journal of Accounting, 6(32), 74–87.

Fu, F.-L., Su, R.-C., & Yu, S.-C. (2009). EGameFlow: A scale to measure learners’ enjoyment of e-learning games. Computers & Education, 52(1), 101–112. https://doi.org/10.1016/j.compedu.2008.07.004

Gao, S., Krogstie, J., & Zang, Z. (2016). The Effect of Flow Experience and Social Norms on the Adoption of Mobile Games in China. International Journal of Mobile Human Computer Interaction, 8(1), 83–102. https://doi.org/10.4018/IJMHCI.2016010104

Goli, M., & Vemuri, V. V. (2022). Users’ In-Game Purchase Intention. In Research Anthology on Game Design, Development, Usage, and Social Impact (pp. 1516–1537). IGI Global. https://doi.org/10.4018/978-1-6684-7589-8.ch074

Hair, J. F., Risher, J. J., Sarstedt, M., & Ringle, C. M. (2019). When to use and how to report the results of PLS-SEM. European Business Review, 31(1), 2–24. https://doi.org/10.1108/EBR-11-2018-0203

Heater, C. (1992). Being there: The subjective experience of presence. Presence Teleoperators Virtual Environment, 1(2), 262–271.

Hsiao, K.-L., & Chen, C.-C. (2016). What drives in-app purchase intention for mobile games? An examination of perceived values and loyalty. Electronic Commerce Research and Applications, 16, 18–29. https://doi.org/10.1016/j.elerap.2016.01.001

Hsu, C.-L., & Lu, H.-P. (2004). Why do people play on-line games? An extended TAM with social influences and flow experience. Information & Management, 41(7), 853–868. https://doi.org/10.1016/j.im.2003.08.014

Jackson, S. A., Eklund, R., & Leatherman, G. (2004). The flow scales manual. Publishers Graphics.

Jensen, H. R. (1996). The Interrelationship Between Customer and Consumer Value. ACR Asia-Pacific Advances.

Jeonghoon, L. (2019). The Effect of Mobile MMORPG Characteristics on Flow Experience and Performance. ??????, 17(8), 35–44.

Jin, W., Sun, Y., Wang, N., & Zhang, X. (2017). Understanding the Antecedents of Virtual Product Purchase. Internet Research, 27(2), 408–427.

Joshi, A., Kale, S., Chandel, S., & Pal, D. (2015). Likert Scale: Explored and Explained. British Journal of Applied Science & Technology, 7(4), 396–403. https://doi.org/10.9734/BJAST/2015/14975

Kim, D., & Ko, Y. J. (2019). The impact of virtual reality (VR) technology on sport spectators’ flow experience and satisfaction. Computers in Human Behavior, 93, 346–356. https://doi.org/10.1016/j.chb.2018.12.040

Knezovic, A. (2022). 163 Mobile Gaming Statistics for 2022 That Will Blow Your Mind. Https://Www.Blog.Udonis.Co/Mobile-Marketing/Mobile-Games/Mobile-Gaming-Statistics.

Lee, J., Suh, E., Park, H., & Lee, S. (2018). Determinants of Users’ Intention to Purchase Probability-Based Items in Mobile Social Network Games: A Case of South Korea. IEEE Access, 6, 12425–12437.

Lehdonvirta, V. (2009). Virtual item sales as a revenue model: identifying attributes that drive purchase decisions. Electronic Commerce Research, 9, 97–113.

Lin, H., & Sun, C.-T. (2007). Cash Trade Within the Magic Circle: Free-to-Play Game Challenges and Masively Multiplayer Online Game Player Responses. Proceedings of DiGRA 2007 Conference: Situated Play.

Liu, C.-C. (2017). A model for exploring players flow experience in online games. Information Technology & People, 30(1), 139–162.

Lu, H.-P., & Hsiao, K.-L. (2010). The influence of extro/introversion on the intention to pay for social networking sites. Information & Management, 47(3), 150–157. https://doi.org/10.1016/j.im.2010.01.003

Novak, T. P., Hoffman, D. L., & Yung, Y.-F. (2000). Measuring the Customer Experience in Online Environments: A Structural Modeling Approach. Marketing Science, 19(1), 22–42. https://doi.org/10.1287/mksc.19.1.22.15184

Overby, J. W., & Lee, E.-J. (2006). The effects of utilitarian and hedonic online shopping value on consumer preference and intentions. Journal of Business Research, 59(10–11), 1160–1166. https://doi.org/10.1016/j.jbusres.2006.03.008

Park, B.-W., & Lee, K. C. (2011). Exploring the value of purchasing online game items. Computers in Human Behavior, 27(6), 2178–2185. https://doi.org/10.1016/j.chb.2011.06.013

Ray, S., Kim, S. S., & Morris, J. G. (2012). Research Note: Online Users’ Switching Costs: Their Nature and Formation. Information Systems Research, 23(1), 197–213.

Rusli, M. G., & Berlianto, M. P. (2022). Antecedents of Satisfaction and Loyalty Towards In-App Purchase Intention for Indonesian Genshin Impact Players. Enrichment: Journal of Management, 12(2), 1617–1629.

Spangenberg, E. R., Voss, K. E., & Crowley, A. E. (1997). Measuring the Hedonic and Utilitarian Dimensions of Attitude: a Generally Applicable Scale. Advances in Consumer Research, 24(1).

Statista. (2022). Smartphone penetration rate in Indonesia from 2020 to 2024 with forecasts until 2029. Https://Www.Statista.Com/Statistics/321485/Smartphone-User-Penetration-in-Indonesia/Statista.

Sweeney, J. C., & Soutar, G. N. (2001). Consumer perceived value: The development of a multiple item scale. Journal of Retailing, 77(2), 203–220. https://doi.org/10.1016/S0022-4359(01)00041-0

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

Verhoef, P. C. (2003). Understanding the Effect of Customer Relationship Management Efforts on Customer Retention and Customer Share Development. Journal of Marketing, 67(4), 30–45. https://doi.org/10.1509/jmkg.67.4.30.18685

Yang, H.-E., Wu, C.-C., & Wang, K.-C. (2009). An empirical analysis of online game service satisfaction and loyalty. Expert Systems with Applications, 36(2), 1816–1825. https://doi.org/10.1016/j.eswa.2007.12.005

Zhang, C., Ha, L., Liu, X., & Wang, Y. (2018). The role of regulatory focus in decision making of mobile app download: A study of Chinese college students. Telematics and Informatics, 35(8), 2107–2117. https://doi.org/10.1016/j.tele.2018.07.012.

Downloads

Published

2024-12-15

How to Cite

Bakrie, N. O. M., Aditama, C., & Sanny, L. (2024). The Art of The Gacha Lure: Determinants of The Continuous Use of Mobile Role-Playing Games (RPG) With Gacha System in Indonesia . Journal of Applied Engineering and Technological Science (JAETS), 6(1), 626–640. https://doi.org/10.37385/jaets.v6i1.4745