PlayerUnknown’s Battleground Mobile (PUBG-M) is the highest-earning battle royale game in the world. Their revenue mostly come from China and United States. Indonesia are a potential market for PUBG-M. This study aims to know factors influencing Indonesian users’ PUBG-M in-game purchase intention and examine loyalty towards the game relationships to factors that could influence in-game purchase intention. A quantitative survey were conducted among 338 respondents who have purchased PUBG-M virtual items and using Partial-Least Square (PLS) - Structural Equation Modeling (SEM) to analyze relationships between variables and purchase intention. The result indicates that game satisfaction, loyalty towards the game, social relationships and self-...
Purpose: This quantitative study aims to analyze the interest in buying items and skins in the onlin...
This study aims to predict the behavior of purchase decisions for virtual goods, especially for PUBG...
Abstract. This study investigates online game consumer intention to purchase virtualproduct offered ...
PlayerUnknown’s Battleground Mobile (PUBG-M) is the highest-earning battle royale game in the world....
The meteoric rise of the mobile gaming industry is not paired with the ability of its developer to i...
Concerning Indonesia�s rapid growth of mobile internet usage and also a growing mobile game m...
Mobile games are among the most popular sorts of games played on cellphones today. Many smartphone g...
Concerning Indonesia�s rapid growth of mobile internet usage and also a growing mobile game m...
Abstract: The development of online games is so high that leads many companies to compose games. To ...
Perkembangan game di Indonesia cukup pesat, terbukti dengan berhasilnya tim asal Indonesia menjuarai...
The purpose of this research is to analyze the influence of perceived value that consists of playful...
The development of online games is so high that leads many companies to compose games. To increase c...
The attractiveness of online games of various types makes smartphone gaming more desirable and creat...
Although the vast development potential that has been forecast for paid app purchases and the mobile...
Purpose: This quantitative study aims to analyze the interest in buying items and skins in the onlin...
Purpose: This quantitative study aims to analyze the interest in buying items and skins in the onlin...
This study aims to predict the behavior of purchase decisions for virtual goods, especially for PUBG...
Abstract. This study investigates online game consumer intention to purchase virtualproduct offered ...
PlayerUnknown’s Battleground Mobile (PUBG-M) is the highest-earning battle royale game in the world....
The meteoric rise of the mobile gaming industry is not paired with the ability of its developer to i...
Concerning Indonesia�s rapid growth of mobile internet usage and also a growing mobile game m...
Mobile games are among the most popular sorts of games played on cellphones today. Many smartphone g...
Concerning Indonesia�s rapid growth of mobile internet usage and also a growing mobile game m...
Abstract: The development of online games is so high that leads many companies to compose games. To ...
Perkembangan game di Indonesia cukup pesat, terbukti dengan berhasilnya tim asal Indonesia menjuarai...
The purpose of this research is to analyze the influence of perceived value that consists of playful...
The development of online games is so high that leads many companies to compose games. To increase c...
The attractiveness of online games of various types makes smartphone gaming more desirable and creat...
Although the vast development potential that has been forecast for paid app purchases and the mobile...
Purpose: This quantitative study aims to analyze the interest in buying items and skins in the onlin...
Purpose: This quantitative study aims to analyze the interest in buying items and skins in the onlin...
This study aims to predict the behavior of purchase decisions for virtual goods, especially for PUBG...
Abstract. This study investigates online game consumer intention to purchase virtualproduct offered ...