Persepsi Nilai dan Niat Pembelian pada Layanan Premium : Studi kepada para Gamers di Indonesia

##plugins.themes.academic_pro.article.main##

Tri Tata Wilia
Dessy Kurnia Sari
Sari Lenggogeni

Abstract

This study focuses on the perceived value of premium games among users and its impact on usage and premium content purchase intentions. The research aims to explore how social value, quality, enjoyment, and economic value influence users’ willingness to continue using the service and purchase premium content. Using an online survey method through Google Forms with 150 respondents, the study found that the higher the level of enjoyment in the premium service, the lower the intention to purchase premium content, but it strengthens the intention to continue using the service. Other findings show that social value increases both premium usage and premium purchase intentions. Additionally, service quality has a positive correlation with usage intention, but does not affect premium purchases. Overall, the results of this study highlight the unique characteristics of the premium business model in enhancing user retention through high perceived value, although challenges remain in premium monetization.

##plugins.themes.academic_pro.article.details##

How to Cite
Wilia, T. T., Kurnia Sari, D. and Lenggogeni, S. (2024) “Persepsi Nilai dan Niat Pembelian pada Layanan Premium : Studi kepada para Gamers di Indonesia”, Ranah Research : Journal of Multidisciplinary Research and Development, 7(2), pp. 773-779. doi: 10.38035/rrj.v7i2.1270.

References

Bründl, S., Matt, C., Hess, T., & Engert, S. (2023). How synchronous participation affects the willingness to subscribe to social live streaming services: the role of co-Interactive behavior on Twitch. European Journal of Information Systems, 32(5), 800–817. https://doi.org/10.1080/0960085X.2022.2062468
Cai, X., Cebollada, J., & Cortiñas, M. (2022). A grounded theory approach to understanding in-game goods purchase. PLoS ONE, 17(1 January). https://doi.org/10.1371/journal.pone.0262998
Costales, M. (2024). Green marketing and its impact on consumer buying behavior in city of Muntinlupa, Philippines. Part II. Marketing Science & Inspirations, 19(1), 2–14. https://doi.org/10.46286/msi.2024.19.1.1
Kuo, R. Z. (2020). Why do people switch mobile payment service platforms? An empirical study in Taiwan. Technology in Society, 62(October 2019), 101312. https://doi.org/10.1016/j.techsoc.2020.101312
Li, F. (2020). The digital transformation of business models in the creative industries: A holistic framework and emerging trends. Technovation, 92–93(January 2017), 102012. https://doi.org/10.1016/j.technovation.2017.12.004
Morgan-Thomas, A., Dessart, L., & Veloutsou, C. (2020). Digital ecosystem and consumer engagement: A socio-technical perspective. Journal of Business Research, 121(March), 713–723. https://doi.org/10.1016/j.jbusres.2020.03.042
Rialti, R., Filieri, R., Zollo, L., Bazi, S., & Ciappei, C. (2022). Assessing the relationship between gamified advertising and in-app purchases: a consumers’ benefits-based perspective. International Journal of Advertising, 41(5), 868–891. https://doi.org/10.1080/02650487.2022.2025735
Sauer, J., Sonderegger, A., & Schmutz, S. (2020). Usability, user experience and accessibility: towards an integrative model. Ergonomics, 63(10), 1207–1220. https://doi.org/10.1080/00140139.2020.1774080
Xu, X. (2020). How do consumers in the sharing economy value sharing? Evidence from online reviews. Decision Support Systems, 128(71872200), 113162. https://doi.org/10.1016/j.dss.2019.113162
Xu, X., & Hu, Z. (2022). Effect of introducing virtual community and community group buying on customer’s perceived value and loyalty behavior: A convenience store-based perspective. Frontiers in Psychology, 13(September), 1–22. https://doi.org/10.3389/fpsyg.2022.989463