Unveiling the Impact of Mobile Game Addiction and Negative e-WOM on Purchase Intention in Online Gaming Applications
DOI:
https://doi.org/10.56741/jmsd.v3i02.513
Keywords:
e-WOM, Gaming Applications, Mobile Game, Purchase Intention
Abstract
This study investigated the impact of mobile game addiction, loyalty, and negative e-WOM on purchase intention in online gaming applications, using a questionnaire distributed to PUBG Mobile players through game communities on WhatsApp and Telegram. The study found that online game addiction has a significant effect on online game loyalty, and online game loyalty has a significant effect on purchase intention. Additionally, online game addiction has a significant effect on negative e-WOM, and negative e-WOM has a significant effect on purchase intention. Game addiction also has a significant effect on purchase intention. These findings contribute to filling the research gap in the literature on the relationship between game addiction, loyalty, negative e-WOM, and purchase intention. The study emphasizes the importance of game developers and marketers understanding and managing these factors to encourage purchase intention in online gaming applications.
Downloads
References
Liao, G. Y., Nguyen, H. Van, Cheng, T. C. E., & Teng, C. I. (2020). How do social networks foster online gamer loyalty? The perspective of weak/strong tie theory. Telematics and Informatics, 53(February), 101437. https://doi.org/10.1016/j.tele.2020.101437
Newzoo.com. (2021). Global Games Market to Generate $175.8 Billion in 2021; Despite a Slight Decline, the Market Is on Track to Surpass $200 Billion in 2023. Https://Newzoo.Com/Insights/Articles/Global-Games-Market-to-Generate-175-8-Billion-in-2021-despite-a-Slight-Decline-the-Market-Is-on-Track-to-Surpass-200-Billion-in-2023/.
Hybrid.co.id. (2020). Jumlah Gamer di Dunia capai 3,5 Miliar Orang. Https://Hybrid.Co.Id/Post/Jumlah-Gamer-Di-Dunia-Capai-35-Miliar-Orang.
SINDOnews.com. (2021). Industri Game Indonesia Penyumbang Pendapatan Terbesar. Https://Tekno.Sindonews.Com/.
Internetworldstats. (2021). Asia Marketing Research, Internet Usage, Population Statistics and Facebook Subscribers. Https://Www.Internetworldstats.Com/Asia.Htm.
Oneesports.id. (2021). PUBG Mobile jadi game mobile pemilik pendapatan tertinggi sepanjang 2021. Https://Www.Oneesports.Id.
Escharts.com. (2020). PUBG Mobile Campus Championship Indonesia 2020. Https://Escharts.Com/Tournaments/Pubg-Mobile/Pubg-Mobile-Campus-Championship-Indonesia-2020.
SensorTower. (2021). Data That Drives App Growth. Https://App.Sensortower.Com/Ios/Id/Tencent-Mobile-International-Limited/App/Pubg-Mobile-Arcane/1330123889/Overview.
Tempo.co. (2021). PUBG Mobile dan TikTok Jadi Aplikasi Berpenghasilan Tertinggi. Https://Tekno.Tempo.Co/Read/1513430/Pubg-Mobile-Dan-Tiktok-Jadi-Aplikasi-Berpenghasilan-Tertinggi.
Cheung, M. L., Leung, W. K. S., Chang, L. M. K., & Shi, S. (2021). Driving loyalty intentions of mobile games: a motivation theory perspective. Quality and Quantity, April. https://doi.org/10.1007/s11135-021-01120-y
Hamari, J., Alha, K., Järvelä, S., Kivikangas, J. M., Koivisto, J., & Paavilainen, J. (2017a). Why do players buy in-game content? An empirical study on concrete purchase motivations. Computers in Human Behavior, 68(March), 538–546. https://doi.org/10.1016/j.chb.2016.11.045
Maraz, A., Griffiths, M. D., & Demetrovics, Z. (2016). The prevalence of compulsive buying: A meta-analysis. Addiction, 111(3), 408–419. https://doi.org/10.1111/add.13223
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
Weisstein, F. L., Kukar-Kinney, M., & Monroe, K. B. (2016). Determinants of consumers’ response to pay-what-you-want pricing strategy on the Internet. Journal of Business Research, 69(10), 4313–4320. https://doi.org/10.1016/j.jbusres.2016.04.005
Andreassen, C. S., Griffiths, M. D., Pallesen, S., Bilder, R. M., Torsheim, T., & Aboujaoude, E. (2015). The Bergen Shopping Addiction Scale: reliability and validity of a brief screening test. Frontiers in Psychology, 6, 1374. https://doi.org/10.3389/fpsyg.2015.01374
Griffiths, M. D. (2009). The Role of Context in Online Gaming Excess and Addiction: Some Case Study Evidence. International Journal of Mental Health and Addiction, 8(1), 119–125. https://doi.org/10.1007/s11469-009-9229-x
Kuss, D. J., & Griffiths, M. D. (2011). Internet Gaming Addiction: A Systematic Review of Empirical Research. International Journal of Mental Health and Addiction, 10(2), 278–296. https://doi.org/10.1007/s11469-011-9318-5
van Rooij, A. J., Schoenmakers, T. M., Vermulst, A. A., van den Eijnden, R. J. J. M., & van de Mheen, D. (2010). Online video game addiction: identification of addicted adolescent gamers. Addiction, 106(1), 205–212. https://doi.org/10.1111/j.1360-0443.2010.03104.x
Chu, C., & Lu, H. (2007). Factors influencing online music purchase intention in Taiwan. Internet Research, 17(2), 139–155. https://doi.org/10.1108/10662240710737004
Hamari, J., Alha, K., Järvelä, S., Kivikangas, J. M., Koivisto, J., & Paavilainen, J. (2017b). Why do players buy in-game content? An empirical study on concrete purchase motivations. Computers in Human Behavior, 68, 538–546. https://doi.org/10.1016/j.chb.2016.11.045
Khang, H., Kim, J. K., & Kim, Y. (2013). Self-traits and motivations as antecedents of digital media flow and addiction: The Internet, mobile phones, and video games. Computers in Human Behavior, 29(6), 2416–2424. https://doi.org/10.1016/j.chb.2013.05.027
Balakrishnan, J., & Griffiths, M. D. (2018). Loyalty towards online games, gaming addiction, and purchase intention towards online mobile in-game features. Computers in Human Behavior, 87, 238–246. https://doi.org/10.1016/j.chb.2018.06.002
Lee, S., Park, J., & Bryan Lee, S. (2016). The interplay of Internet addiction and compulsive shopping behaviors. Social Behavior and Personality: An International Journal, 44(11), 1901–1912. https://doi.org/10.2224/sbp.2016.44.11.1901
Lu, H., & Wang, S. (2008). The role of Internet addiction in online game loyalty: an exploratory study. Internet Research, 18(5), 499–519. https://doi.org/10.1108/10662240810912756
Weinstein, A., Maraz, A., Griffiths, M. D., Lejoyeux, M., & Demetrovics, Z. (2016). Compulsive Buying-Features and Characteristics of Addiction. In Neuropathology of Drug Addictions and Substance Misuse (Vol. 3). Elsevier Inc. https://doi.org/10.1016/B978-0-12-800634-4.00098-6
Blinka, L., & Mikuška, J. (2014). The role of social motivation and sociability of gamers in online game addiction. Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 8(2). https://doi.org/10.5817/cp2014-2-6
Huang, L., & Hsieh, Y. (2011). Predicting online game loyalty based on need gratification and experiential motives. Internet Research, 21(5), 581–598. https://doi.org/10.1108/10662241111176380
Huang, M., Ali, R., & Liao, J. (2017). The effect of user experience in online games on word of mouth: A pleasure-arousal-dominance (PAD) model perspective. Computers in Human Behavior, 75, 329–338. https://doi.org/10.1016/j.chb.2017.05.015
Liao, C.-S. (2012). Self-Construal, Personalization, User Experience, and Willingness to Use Codesign for Online Games. Information, Communication & Society, 15(9), 1298–1322. https://doi.org/10.1080/1369118x.2011.619551
Israeli, A. A., Lee, S. A., & Bolden, E. C. (2019). The impact of escalating service failures and internet addiction behavior on young and older customers’ negative eWOM. Journal of Hospitality and Tourism Management, 39, 150–157. https://doi.org/10.1016/j.jhtm.2019.04.006
Fu, J.-R., Ju, P.-H., & Hsu, C.-W. (2015). Understanding why consumers engage in electronic word-of-mouth communication: Perspectives from theory of planned behavior and justice theory. Electronic Commerce Research and Applications, 14(6), 616–630. https://doi.org/10.1016/j.elerap.2015.09.003
Baker, A. M., Donthu, N., & Kumar, V. (2016). Investigating how Word-of-Mouth Conversations about Brands Influence Purchase and Retransmission Intentions. Journal of Marketing Research, 53(2), 225–239. https://doi.org/10.1509/jmr.14.0099
Cheung, C. M. K., Lee, M. K. O., & Rabjohn, N. (2008). The impact of electronic word‐of‐mouth. Internet Research, 18(3), 229–247. https://doi.org/10.1108/10662240810883290
Ally, S., Karpinski, A. C., & Israeli, A. A. (2020). Customer behavioural analysis: The impact of internet addiction, interpersonal competencies and service orientation on customers’ online complaint behaviour. Research in Hospitality Management, 10(2), 97–105. https://doi.org/10.1080/22243534.2020.1869468
Hsu, C.-L., & Lin, J. C.-C. (2015). What drives purchase intention for paid mobile apps? – An expectation confirmation model with perceived value. Electronic Commerce Research and Applications, 14(1), 46–57. https://doi.org/10.1016/j.elerap.2014.11.003
Hair, J. F., Sarstedt, M., & Ringle, C. M. (2019). Rethinking some of the rethinking of partial least squares. European Journal of Marketing, 53(4), 566–584. https://doi.org/10.1108/ejm-10-2018-0665
Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009). Development and Validation of a Game Addiction Scale for Adolescents. Media Psychology, 12(1), 77–95. https://doi.org/10.1080/15213260802669458
Haque, A., Anwar, N., Yasmin, F., Kumar Tarofder, A., & Maziz, N. M. H. (2020). Purchase Intention towards Alternative Medicine: A Study from Consumers’ Perspective in Malaysia. Iranian Journal of Public Health. https://doi.org/10.18502/ijph.v49i1.3071
Zarantonello, L., Romani, S., Grappi, S., & Fetscherin, M. (2018). Trajectories of brand hate. Journal of Brand Management, 25(6), 549–560. https://doi.org/10.1057/s41262-018-0105-5
Downloads
Published
How to Cite
Issue
Section
Categories
License
Copyright (c) 2024 Ronaldo Yolanda Putra, Ifta Firdausa Nuzula, Agus Syarip Hidayat
![Creative Commons License](http://i.creativecommons.org/l/by-sa/4.0/88x31.png)
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.