Investigasi Faktor-Faktor Penentu Pada Keputusan Pembelian Pada Fitur Game Digital di Indonesia

  • Marvello Yang Institut Teknologi dan Bisnis Sabda Setia

Abstract

Keputusan pembelian merupakan hasl yang penting bagi individu dalam membuat Keputusan pembelian khusunya secara digital. Tujuan dari penelitian ini adalah untuk mengetahui peran microtransaksi, kepercayaan, sikap, subjective norm dan perceived behavioral control dalam pembelian keberlanjutan pada fitur game online di Indonesia. Penelitian ini menggunakan pendekatan kuantitatif dengan metode multiple regresi yang bertujuan untuk menguji hubungan langsung dengan lebih dari satu varibel bebas. Sample penelitian ini sebanyak 146 yang di ambil secara online dengan menggunakan G-form. Hasil penelitian ini menunjukan bahwa makrotransaksi, kepercayaan sikap, subjective norm dan perceived behavioral control berpengaruh signifikan dan positif terhadap Keputusan pembelian keberlanjutan pada fitur game online. Penelitian ini mengembangkan teori TPB dalam kontek game online yang menjadi penelitian yang menarik. Penelitian ini juga memberikan kontribusi bagi pemain, Perusahaan game dalam meningkatkan kepuasan dan profit bagi kedua pihak.

Keywords: TPB, Actual continues purchasing dan Game online features

References

Ajzen, I. (1991). The theory of planned behavior. Organizational Behavior and Human Decision Processes, 50(2), 179-211.
Azmeh C, Al-Raeei M (2024) Exploring the dual relationship between fintech and financial inclusion in developing countries and their impact on economic growth: Supplement or substitute? PLoS ONE, 19(12), e0315174.https://doi.org/ 10.1371/journal.pone.0315174
Cao, Z.; Zheng, J.; Liu, R. (2023). Factors Affecting Users’ Continuous Usage in Online Health Communities: An Integrated Framework of SCT and TPB. Healthcare, 11,1238. https:// doi.org/10.3390/healthcare11091238.
Fathurrahman, A., & Mukaroma, R. (2023). The Role of Risk Profile and Time Impatience on the Demand of Peer-to-peer Lending Amidst the Covid-19 Pandemic. Journal of Economics Research and Social Sciences, 7(2), 219-230.
Ghozali, I. (2020). Aplikasi analisis multivariate dengan program IBM SPSS 25. Semarang: Badan Penerbit Universitas Diponegoro.
Gibson, E., Griffiths, M. D., Calado, F., & Harris, A. (2023). Videogame player experiences with micro-transactions: An interpretative phenomenological analysis. Computers in Human Behavior, 145. https://doi.org/10.1016/j.chb.2023.107766 .
Golzar, J., Noor, S., & Tajik, O. (2022). Convenience sampling. International Journal of Education & Language Studies, 1(2), 72-77.
Hair, J., & Alamer, A. (2022). Partial Least Squares Structural Equation Modeling (PLS-SEM) in second language and education research: Guidelines using an applied example. Research Methods in Applied Linguistics, 1(3), 1-27.
Hoque, M. E., Susanto, P., Shah, N. U., Khatimah, H., & Mamun, A. A. (2023). Does perceived behavioral control mediate customers’ innovativeness and continuance intention of e-money? The Moderating Role of Perceived Risk and E-Security. International Journal of Emerging Markets, 19(12), 4481–4502.
Loa, W. J. M., & Berlianto, M. P. (2022). Drivers of purchase intention and Willingness To Pay microtransactions in mobile legends. Jurnal Manajemen, 26(3), 567-590.
McLean, G., Osei-Frimpong, K., Al-Nabhani, K., & Marriott, H. (2020). Examining consumer attitudes towards retailers ' m-commerce mobile applications–An initial adoption vs. continuous use perspective. Journal of Business Research, 106(2), 139-157.
Muangmee, C., Kot, S., Meekaewkunchorn, N., Kassakorn, N., & Khalid, B. (2021). Factors determining the behavioral intention of using food delivery apps during the COVID-19 pandemic. Journal of theoretical and applied electronic commerce research, 16(5), 1297-1310.
Nurlaili, F. L., & Pamelia, I. (2022). Gambaran Faktor Sikap dan Norma Subjective pada Niat Bermain Game Online pada Remaja. Preventif: Jurnal Kesehatan Masyarakat, 13(2), 1-18.
Petrovskaya, E., & Zendle, D. (2021). Predatory monetisation? A categorisation of unfair, misleading and aggressive monetisation techniques in digital games from the player perspective. Journal of Business Ethics, 1(17)1065-1081
Pilloud, Q. (2021). Understanding the buyer decision process of microtransactions in video games. Jurnal Manajemen Perbankan Keuangan Nitro, 1(2), 1-15.
PricewaterhouseCoopers. (2024). Top 5 developments driving growth for video games. PwC. https://www.pwc.com/us/en/tech-effect/emerging-tech/emerging-technology-trends-in-the-gaming-industry.html
Putra, B., Simamora, V., & Pravitasari, E. (2023). Dampak Microtransaction Game Online Terhadap Pengelolaan Keuangan Pribadi Generasi Z Di Indonesia. Journal Of Business Studies, 8(2), 1-20.
Rahiem, V. A., & Fitrananda, C. A. (2021). Persepsi Gamers tentang Aktivitas Microtransactions di Virtual Goods Marketplace Itemku. com. CoverAge: Journal of Strategic Communication, 11(2), 103-112.
Ridha, N. A., & Daga, R. (2021). Analisis Motif Konsumen dalam Membeli Produk Virtual Pada Game Online di Kota Makassar. Jurnal Manajemen Perbankan Keuangan Nitro, 3(2), 52–63.
Rita, P., Guerreiro, J., Ramos, R., & Caetano, R. G. (2024). The role of microtransactions in impulse buying and purchase intention in the video game market. Jurnal Manajemen Dan Bisnis, 21(2), 100-112.
Simanihuruk, P. (2020). Pengaruh sikap, norma subyektif dan kontrol perilaku yang dirasakan terhadap minat berwirausaha dengan pendekatan theory of planned behaviour (Studi kasus pada mahasiswa Fakultas Ekonomi Unika Santo Thomas SU). Jurnal Manajemen Dan Bisnis, 1(4),119-140.
Sugiyono. (2020). Metode penelitian kuantitatif, kualitatif, dan R&D. Bandung: Alfabeta.
Sun, X., Pelet, J., Dai, S., & Ma, Y. (2023). The effects of trust, perceived risk, innovativeness, and deal proneness on consumers’ purchasing behavior in the livestreaming social commerce context. Sustainability, 15(23), 16320. https://doi.org/10.3390/su152316320
Wahyuni, W. S., Pratama, D. R., Dahyar, S., Rivaldi, M. J., & Antoni, H. (2025). Pendidikan Media Digital untuk Mencegah Dampak Negatif Game Online Terhadap Nilai Kebangsaan. Jurnal Kajian dan Penelitian Umum, 3(1), 148-160.
Wang, J., Shen, X., Huang, X., & Liu, Y. (2021). Influencing factors of the continuous usage intention of consumers of online food delivery platform based on an information system success model. Frontiers in Psychology, 12. https://doi.org/10.3389/fpsyg.2021.716796
Wijono, R. K. P., & Kiswoyo, K. (2022). Pengaruh Social Influence Terhadap In-App Purchase Dengan Influencer Marketing Sebagai Variabel Mediasi. Marketing Journal, 2(1), 148-161.
Xu, W., Shen, Z. Y., Lin, S. J., & Chen, J. C. (2022). Improving the behavioral intention of continuous online learning among learners in higher education during COVID-19. Frontiers in Psychology, 13(2), 85-103.
Zhang, M., Liu, Y., Wang, Y., & Zhao, L. (2022). How to retain customers: Understanding the role of trust in live streaming commerce with a socio-technical perspective. Computers in Human Behavior, 127(2), 107-212.
     Plum Analytic Metrics

Published
2025-06-03
How to Cite
Yang, M. (2025). Investigasi Faktor-Faktor Penentu Pada Keputusan Pembelian Pada Fitur Game Digital di Indonesia. Jesya (Jurnal Ekonomi Dan Ekonomi Syariah), 8(1), 776-790. https://doi.org/https://doi.org/10.36778/jesya.v8i1.2080

Most read articles by the same author(s)

Obs.: This plugin requires at least one statistics/report plugin to be enabled. If your statistics plugins provide more than one metric then please also select a main metric on the admin's site settings page and/or on the journal manager's settings pages.