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Abstract
Teknologi yang semakin berkembang di Indonesia berdampak meluasnya produk dan layanan digital termasuk industri game dengan game mobile esport memimpin pasar di Indonesia saat ini. Penelitian ini bertujuan untuk mengidentifikasi karakteristik pada perilaku konsumen game mobile esport populer dengan berdasarkan pada variabel-variabel yang digunakan dalam UTAUT 2 yang mencakup ekspektasi usaha, pengaruh sosial, motif hedonik, nilai harga dan kebiasaan (habit) pada pengaruhnya terhadap intensi bermain (gameplay intention) di Bandar Lampung. Penelitian bersifat kuantitatif dengan metode analisis statistik deskriptif yang mengukur variabel berdasarkan signifikan pengaruhnya pada variabel dependen untuk menarik kesimpulan dan memberi saran berdasarkan objek yang diteliti dengan menggunakan PLS. hasil penelitian ini menggunakan 150 responden. Hasil penelitian mengungkapkan adanya peran signifikan antara variabel ekspektasi usaha, pengaruh sosial, motif hedonis, nilai harga dan kebiasaan pada pengaruhnya terhadap intensi bermain.
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References
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References
Ajzen, I. (2008). Consumer Attitudes and Behavior. From: C. P. Haugtvedt, P. M. Herr, & F. R Cardes. Handbook of Consumer Psychology, 525–548.
Baabdullah, A. M. (2020). Factors Influencing Adoption of Mobile Social Network Games (M-SNGs): The Role of Awareness. Information Systems Frontiers, 22(2), 411–427. https://doi.org/10.1007/s10796-018-9868-1
Chou, S. Y., Jang, W. (William), Ma, S. C., Chang, C. H., & Byon, K. K. (2023). Is mobile gaming a new pillar of esport ? Exploring players’ in-game purchases in PC and mobile platforms by using flow and clutch. International Journal of Sports Marketing and Sponsorship, 24(2), 311–332. https://doi.org/10.1108/IJSMS-07-2022-0134
Databoks. (2023). Mobile Legends, Game Seluler Paling Disukai di Indonesia. Databoks.Katadata.Co.Id. https://databoks.katadata.co.id/infografik/2023/04/06/mobile-legends-game-seluler-paling-disukai-di-indonesia
Detikfinance. (2023). 99,50% Industri Game RI Dikuasai Asing, Begini Langkah Pemerintah. Finance.Detik.Com. https://finance.detik.com/berita-ekonomi-bisnis/d-6914948/99-50-industri-game-ri-dikuasai-asing-begini-langkah-pemerintah
Ericska, R. A., Nelloh, L. A. M., & Pratama, S. (2021). Purchase intention and behavioural use of freemium mobile games during Covid-19 outbreak in Indonesia. Procedia Computer Science, 197, 403–409. https://doi.org/10.1016/j.procs.2021.12.156
Jang, W. (William), & Byon, K. K. (2020a). Antecedents and consequence associated with esport gameplay. International Journal of Sports Marketing and Sponsorship, 21(1), 1–22. https://doi.org/10.1108/IJSMS-01-2019-0013
Jang, W. (William), & Byon, K. K. (2020b). Antecedents of esport gameplay intention: Genre as a moderator. Computers in Human Behavior, 109. https://doi.org/10.1016/j.chb.2020.106336
Jang, W. (William), & Byon, K. K. (2021). Investigation of esport Playing Intention Formation: The Moderating Impact of Gender. Sport Marketing Quarterly, 30(3), 193–206. https://doi.org/10.32731/smq.303.0921.03
Jang, W., Byon, K. K., & Song, H. (2021). Effect of prior gameplay experience on the relationships between esport gameplay intention and live esport streaming content. Sustainability (Switzerland), 13(14). https://doi.org/10.3390/su13148019
Kemenkominfo, Asosiasi Game Indonesia, N. P. (2022). Peta Ekosistem Industri Game Indonesia 2021. 1–64.
Kompas. (2023). Piala Presiden Esport 2023: Ajang Game Lokal Berbicara Halaman all - Kompas.com. Kompas.Com. https://www.kompas.com/sports/read/2023/10/16/11300068/piala-presiden-esport -2023--ajang-game-lokal-berbicara?page=all#
Ong, A. K. S., Prasetyo, Y. T., Robas, K. P. E., Persada, S. F., Nadlifatin, R., Matillano, J. S. A., Macababbad, D. C. B., Pabustan, J. R., & Taningco, K. A. C. (2023). Determination of Factors Influencing the Behavioral Intention to Play “Mobile Legends: Bang-Bang” during the COVID-19 Pandemic: Integrating UTAUT2 and System Usability Scale for a Sustainable E-Sport Business. Sustainability (Switzerland), 15(4). https://doi.org/10.3390/su15043170
Ramírez-Correa, P., Rondán-Cataluña, F. J., Arenas-Gaitán, J., & Martín-Velicia, F. (2019). Analysing the acceptation of online games in mobile devices: An application of UTAUT2. Journal of Retailing and Consumer Services, 50, 85–93. https://doi.org/10.1016/j.jretconser.2019.04.018
Venkatesh, V., Morris, M. G., Davis, G. B., & Davis, F. D. (2003). User acceptance of information technology: Toward a unified view. MIS Quarterly: Management Information Systems, 27(3), 425–478. https://doi.org/10.2307/30036540
Venkatesh, V., Thong, J. Y. L., & Xin Xu. (2012). C onsumer SEBUAH CCEPTANCE DAN U SE OF saya NFORMASI T echnology : E XTENDING THE U NIFIED T HEORY. MIS Quarterly, 36(1), 157–178.