Main Article Content
Abstract
The mobile gaming industry has grown rapidly in recent years, with an increasing number of players and significant revenues. One of the main sources of revenue for game developers is microtransactions, which are in-game purchases that allow players to obtain virtual goods or in-game currency. Although microtransactions have become an important source of revenue, there is still little research specifically examining the factors that influence digital consumer behavior in making microtransactions. This study aims to uncover the factors that drive microtransactions among the younger generation in Indonesia, focusing on digital consumer behavior, in-game events, and the influence of fear of missing out (FoMO). This study uses an online survey method with a sample of 250 respondents selected using purposive sampling techniques. The data were analyzed using the Partial Least Squares Structural Equation Modeling (PLS-SEM) method with the help of SmartPLS 4.0 software. The results showed that digital consumer behavior, in-game events, and FoMO had a positive and significant effect on microtransactions. In addition, FoMO also acted as a mediator in the relationship between digital consumer behavior and in-game events on microtransactions. This study contributes to the understanding of digital consumer behavior and the factors that influence microtransactions among Generation Z in Indonesia.
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References
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- Featherman, M. S., & Hajli, N. (2016). Self-Service Technologies and e-Services Risks in Social Commerce Era Self-Service Technologies and e-Services Risks in Social Commerce Era. March 2015. https://doi.org/10.1007/s10551-015-2614-4
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- Good, M. C., & Hyman, M. R. (2020). ‘ Fear of Missing Out ’: Anteced ents and Influence on Purchase Likelihood. 28, 330–341. https://doi.org/10.1080/10696679.2020.1766359
- Hamari, J. (2010). Game design as marketing : How game mechanics create demand for virtual goods. 5(1).
- Hamari, J., & Lehdonvirta, V. (2010). Game design as marketing : How game mechanics create demand for virtual goods. 5(1).
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- Heriyanto, D. (2024). INDONESIA GEN Z REPORT 2024.
- Hirshleifer, D. (1992). A Theory of Fads , Fashion , Custom , and Cultural Change as Informational Cascades. https://doi.org/10.1086/261849
- Hirshleifer, D. (1993). The Blind Leading the Blind : Social Influence , Fads , and Informational Cascades.
- Hirshleifer, D., & Hong Teoh, S. (2003). Herd Behaviour and Cascading in Capital Markets: a Review and Synthesis. European Financial Management, 9(1), 25–66. https://doi.org/https://doi.org/10.1111/1468-036X.00207
- Hirshleifer, D., & Teoh, S. H. (2002). Herd Behavior and Cascading in Capital Markets: A Review and Synthesis.
- Hodkinson, C. (2019). ‘Fear of Missing Out’ (FOMO) marketing appeals: A conceptual model. Journal of Marketing Communications, 25(1), 65–88. https://doi.org/10.1080/13527266.2016.1234504
- Irsyadi, F., & Triwahyu, H. (2024). The Effect of Customer Experience on Repurchase Intention Through Customer Satisfaction Virtual Products Game Mobile Legends : Bang Bang in Cimahi City , Indonesia. 24(7), 493–505.
- Kalashnikova, T., Panchuk, A., Bezhula, L., Vladyka, Y., & Kalaschnikov, A. (2023). Global trends in the behavior of consumers of retail enterprises in the digital economy. https://doi.org/10.1088/1755-1315/1150/1/012023
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- Kim, K. H., & Kim, H. K. (2019). Oldie is Goodie : Effective User Retention by In-game Promotion Event Analysis.
- Kotler, P., & Keller, K. (2006). Marketing Management. Upper Saddle River, New Yersey.
- Kotler, P., & Keller, K. (2019). Manajemen Pemasaran.
- Lorriane, S. (2024). The Impact of Limited-Time Events and Exclusive Rewards on Player Spending in Online Games.
- Mäntymäki, M., & Salo, J. (2019). Purchasing behavior in social virtual worlds : An examination of Habbo Hotel. October. https://doi.org/10.1016/j.ijinfomgt.2012.12.002
- Mihaylov, V. (2020). DRIVERS FOR PURCHASE/REPURCHASE INTENTIONS IN MOBILE GAMES APPLYING THE FREEMIUM BUSINESS MODEL.
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References
Abel, J., Buff, C., & Burr, S. (2016). Social Media and the Fear of Missing Out: Scale Development and Assessment. Journal of Business & Economics Research (JBER), 14, 33. https://doi.org/10.19030/jber.v14i1.9554
Akbar, M. R., Irianto, G., & Rofiq, A. (2018). International Journal of Multicultural and Multireligious Understanding Purchase Behaviour Determinants on Online Mobile Game in Indonesia. 16–27.
Ali, M., & Amir, H. (2024). Understanding consumer herding behavior in online purchases and its implications for online retailers and marketers. Electronic Commerce Research and Applications. https://doi.org/10.1016/j.elerap.2024.101356
Ali, M., Amir, H., & Shamsi, A. (2021). Consumer Herding Behavior in Online Buying: A Literature Review. 345–360. https://doi.org/https://doi.org/10.30543/10-1(2021)-30.
Amirullah. (2022). PERILAKU KONSUMEN DAN PENGAMBILAN KEPUTUSAN PEMBELIAN. Akademika : Jurnal Manajemen, Akuntansi, Dan Bisnis., 20(2), 169–175. https://doi.org/10.51881/jak.v20i2.9
APJII. (2024). APJII Jumlah Pengguna Internet Indonesia Tembus 221 Juta Orang. APJII. https://apjii.or.id/berita/d/apjii-jumlah-pengguna-internet-indonesia-tembus-221-juta-orang#:~:text=Asosiasi Penyelenggara Jasa Internet Indonesia (APJII) mengumumkan jumlah pengguna internet,jiwa penduduk Indonesia tahun 2023.
APJII. (2025). SURVEI PENETRASI INTERNET DAN PERILAKU PENGGUNAAN INTERNET. APJII.
Arisandi, F., & Yuwono, I. (2023). Pengaruh Harga , Brand Image dan Promosi Terhadap Keputusan Pembelian Virtual Item Game Online Mobile Legend ( Studi Kasus di Komunitas Online Mobile Legend ). 2(4), 347–356.
Bajunaied, K., Hussin, N., & Kamarudin, S. (2023). Behavioral intention to adopt FinTech services: An extension of unified theory of acceptance and use of technology. Journal of Open Innovation: Technology, Market, and Complexity, 9(1), 100010. https://doi.org/10.1016/j.joitmc.2023.100010
Banerjee, A. V. (1992). A Simple Model of Herd Behavior. 107(3), 797–817.
Belk, R. W. (2014). Extended Self in a Digital World. 40(3), 477–500. https://doi.org/10.1086/671052
Brown, S. A., & Venkatesh, V. (2005). Model of Adoption of Technology in Households: A Baseline Model Test and Extension Incorporating Household Life Cycle. 399–426.
Chen, V., Rasyidhy, F. A., Son, L., Franciso, L., & Agus, R. (2023). Factors That Affect A College Student ’ s In-Game Purchase in Batam City. 10(2), 562–569.
Chen, Y. (2008). Herd behavior in purchasing books online. 24, 1977–1992. https://doi.org/10.1016/j.chb.2007.08.004
Christie, W. G. (1995). Following the Pied Piper : Do Individual Returns Herd around the Market ? https://doi.org/10.2469/faj.v51.n4.1918
CNBC, T. I. (2024). Video: Prospek e-Sports RI, Sumber Lapangan Kerja & Pendokrak Ekonomi. https://www.cnbcindonesia.com/tech/20240226114953-39-517559/video-prospek-e-sports-ri-sumber-lapangan-kerja-pendokrak-ekonomi
Creswell, J. W., & Creswell, J. D. (2018). Research Design: Qualitative, Quantitative, and Mixed Methods Approaches. SAGE Publications. https://books.google.co.id/books?id=s4ViswEACAAJ
Dihni, V. A. (2024). Jumlah Gamers Indonesia Terbanyak Ketiga di Dunia. Databoks. https://databoks.katadata.co.id/datapublish/2022/02/16/jumlah-gamers-indonesia-terbanyak-ketiga-di-dunia
Ebrahimi, P., Khajeheian, D., Soleimani, M., Gholampour, A., & Fekete-farkas, M. (2023). User engagement in social network platforms : what key strategic factors determine online consumer purchase behaviour ? Economic Research-Ekonomska Istraživanja, 36(1). https://doi.org/10.1080/1331677X.2022.2106264
Efendioğlu, İ. H. (2024). DIGITAL CONSUMER BEHAVIOR : A SYSTEMATIC LITERATURE REVIEW. 67–80.
Featherman, M. S., & Hajli, N. (2016). Self-Service Technologies and e-Services Risks in Social Commerce Era Self-Service Technologies and e-Services Risks in Social Commerce Era. March 2015. https://doi.org/10.1007/s10551-015-2614-4
Felix, A., & Rembulan, G. D. (2023). Analysis of Key Factors for Improved Customer Experience , Engagement , and Loyalty in the E-Commerce Industry in Indonesia. 5(2), 196–208.
Fred, J. F., Lu, I., Chen, J. H. F., & Farn, C. (2020). International Journal of Information Management Investigating consumers ’ online social shopping intention : An information processing perspective. International Journal of Information Management, 54(January 2018), 102189. https://doi.org/10.1016/j.ijinfomgt.2020.102189
Good, M. C., & Hyman, M. R. (2020). ‘ Fear of Missing Out ’: Anteced ents and Influence on Purchase Likelihood. 28, 330–341. https://doi.org/10.1080/10696679.2020.1766359
Hamari, J. (2010). Game design as marketing : How game mechanics create demand for virtual goods. 5(1).
Hamari, J., & Lehdonvirta, V. (2010). Game design as marketing : How game mechanics create demand for virtual goods. 5(1).
Han, B., & Windsor, J. (2013). An investigation of the smartphone user’s in–game purchase intention. International Journal of Mobile Communications, 11(6), 617–635. https://doi.org/10.1504/IJMC.2013.057818
Heriyanto, D. (2024). INDONESIA GEN Z REPORT 2024.
Hirshleifer, D. (1992). A Theory of Fads , Fashion , Custom , and Cultural Change as Informational Cascades. https://doi.org/10.1086/261849
Hirshleifer, D. (1993). The Blind Leading the Blind : Social Influence , Fads , and Informational Cascades.
Hirshleifer, D., & Hong Teoh, S. (2003). Herd Behaviour and Cascading in Capital Markets: a Review and Synthesis. European Financial Management, 9(1), 25–66. https://doi.org/https://doi.org/10.1111/1468-036X.00207
Hirshleifer, D., & Teoh, S. H. (2002). Herd Behavior and Cascading in Capital Markets: A Review and Synthesis.
Hodkinson, C. (2019). ‘Fear of Missing Out’ (FOMO) marketing appeals: A conceptual model. Journal of Marketing Communications, 25(1), 65–88. https://doi.org/10.1080/13527266.2016.1234504
Irsyadi, F., & Triwahyu, H. (2024). The Effect of Customer Experience on Repurchase Intention Through Customer Satisfaction Virtual Products Game Mobile Legends : Bang Bang in Cimahi City , Indonesia. 24(7), 493–505.
Kalashnikova, T., Panchuk, A., Bezhula, L., Vladyka, Y., & Kalaschnikov, A. (2023). Global trends in the behavior of consumers of retail enterprises in the digital economy. https://doi.org/10.1088/1755-1315/1150/1/012023
Kao, C.-Y., & Huang, C. (2024). Investigating the impact of fear of missing out on inaction inertia in live streaming purchase intention. Aslib Journal of Information Management, ahead-of-print(ahead-of-print). https://doi.org/10.1108/AJIM-01-2024-0030
Kim, K. H., & Kim, H. K. (2019). Oldie is Goodie : Effective User Retention by In-game Promotion Event Analysis.
Kotler, P., & Keller, K. (2006). Marketing Management. Upper Saddle River, New Yersey.
Kotler, P., & Keller, K. (2019). Manajemen Pemasaran.
Lorriane, S. (2024). The Impact of Limited-Time Events and Exclusive Rewards on Player Spending in Online Games.
Mäntymäki, M., & Salo, J. (2019). Purchasing behavior in social virtual worlds : An examination of Habbo Hotel. October. https://doi.org/10.1016/j.ijinfomgt.2012.12.002
Mihaylov, V. (2020). DRIVERS FOR PURCHASE/REPURCHASE INTENTIONS IN MOBILE GAMES APPLYING THE FREEMIUM BUSINESS MODEL.
Nasr, S. A., Sunitiyoso, Y., & Suhaimi, H. (2023). The Effect of Fear of Missing Out on Buying and Post-Purchasing Behaviour toward Indonesia’s Generation Z Online Shoppers (Case study: E-Commerce Indonesia). International Journal of Current Science Research and Review. https://api.semanticscholar.org/CorpusID:261758541