Main Article Content
Abstract
The rapid development of the mobile gaming industry has made PUBG Mobile one of the most popular games in Indonesia. However, in recent years, the game has faced a decline in in-app purchases and a potential decline in player loyalty. This study aims to analyze the influence of Game Habits, Event Marketing, and Perceived Price Fairness on Customer Loyalty, with Customer Satisfaction as a mediating variable, on PUBG Mobile users in Indonesia. The research model is based on the post-adoption behavior framework and customer loyalty theory, which emphasizes that satisfaction is a key mechanism in shaping user continuance intentions and loyalty. An online survey was conducted on 200 active PUBG Mobile players who had played for at least the past three months and had participated in in-game events. Data were analyzed using the Partial Least Squares–Structural Equation Modeling (PLS-SEM) method. The results show that Game Habits, Event Marketing, and Perceived Price Fairness have a positive and significant effect on Customer Satisfaction and Customer Loyalty. Furthermore, the mediation test confirmed that Customer Satisfaction significantly mediated the influence of the three variables on Customer Loyalty, in line with Expectation–Confirmation Theory and Oliver's loyalty model, which places satisfaction as a prerequisite for loyalty. These findings confirm that consistent playing habits, the quality of in-game event experiences, and the perceived fairness of virtual item prices are key factors in building player satisfaction and loyalty. This research provides practical implications for game developers in designing experience-based marketing strategies and fair pricing policies to retain a long-term player base amidst the increasingly competitive mobile gaming industry.
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References
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References
Airlangga, MM, & Alfansi, L. (2025). Drivers of mobile game addiction and its impact on game loyalty and in-app purchase intention among Gen-Z in Indonesia. Journal of Enterprise and Development (JED), 7 (2), 217–230. https://doi.org/10.20414/jed.v7i2.13120
AlFarsi, HM, & Sulaiman, A. (2023). The impact of user experience on customer satisfaction in mobile games: A study on engagement and loyalty. International Journal of Human-Computer Studies, 162 , 102839. https://doi.org/10.1016/j.ijhcs.2022.102839
Anderson, R.E., & Srinivasan, S.S. (2003). E-satisfaction and e-loyalty: A contingency framework. Marketing Science, 22 (2), 123–138. https://doi.org/10.1287/mksc.22.2.123.16037
Bhattacherjee, A. (2001). Understanding information systems continuity. MIS Quarterly, 25 (3), 351–370. https://doi.org/10.2307/3250921
Bolton, L. E., Warlop, L., & Alba, J. W. (2003). Consumer perceptions of price fairness. Journal of Consumer Research, 29 (4), 474–491. https://doi.org/10.1086/346244
Campbell, M. C. (1999). Perceptions of price unfairness. Journal of Consumer Research, 26 (2), 187–199. https://doi.org/10.1086/209559
Chen, C.F., & Tsai, D.C. (2007). How do destination image and evaluative factors affect behavioral intentions? Tourism Management, 28 (4), 1115–1122. https://doi.org/10.1016/j.tourman.2006.07.007
Chen, W., Wang, B., & Lin, Y. (2019). Exploring the role of system quality and customer satisfaction on repurchase intention in mobile game apps. Computers in Human Behavior, 100 , 26–32. https://doi.org/10.1016/j.chb.2019.05.012
Chen, Z., Huang, Q., & Davison, R. M. (2017). Customer perception of price fairness and its impact on customer satisfaction and loyalty. Journal of Retailing and Consumer Services, 34 , 23–29. https://doi.org/10.1016/j.jretconser.2016.09.008
Cronbach, L. J. (1951). Coefficient alpha and the internal structure of tests. Psychometrika, 16 (3), 297–334. https://doi.org/10.1007/BF02310555
Deng, L. (2023). Research on the factors influencing the continuous use intention of mobile applications. SAGE Open . https://doi.org/10.1177/21582440231217909
Fornell, C., & Larcker, D. F. (1981). Evaluating structural equation models. Journal of Marketing Research, 18 (1), 39–50. https://doi.org/10.1177/002224378101800104
Ghazali, E.M., Mutum, D.S., Chong, J.H., & Nguyen, B. (2019). Do consumers want mobile commerce? A closer look at mobile gaming. Computers in Human Behavior, 97 , 196–208. https://doi.org/10.1016/j.chb.2019.03.020
Hair, J.F., Risher, J.J., Sarstedt, M., & Ringle, C.M. (2019). When to use and how to report PLS-SEM. European Business Review, 31 (1), 2–24. https://doi.org/10.1108/EBR-11-2018-0203
Hamari, J. (2015). Why do people buy virtual goods? Attitude toward virtual goods. Computers in Human Behavior, 43 , 273–281. https://doi.org/10.1016/j.chb.2014.12.033
Hamari, J., & Lehdonvirta, V. (2010). Game design as marketing. International Journal of Business Science & Applied Management, 5 (1), 14–29. https://doi.org/10.2139/ssrn.1427894
Hamid, F.N. (2020). Driving factors of mobile game in-app purchase intention. ACM International Conference Proceedings . https://doi.org/10.1145/3400934.3400938
Henseler, J., Ringle, C. M., & Sarstedt, M. (2015). A new criterion for assessing discriminant validity. Journal of the Academy of Marketing Science, 43 , 115–135. https://doi.org/10.1007/s11747-014-0403-8
Hsiao, K. L., & Chen, C. C. (2016). What drives in-app purchase intention? Computers in Human Behavior, 57 , 282–292. https://doi.org/10.1016/j.chb.2015.11.045
Kim, H. W., Chan, H. C., & Gupta, S. (2011). Value-based adoption of mobile internet. Computers in Human Behavior, 27 (1), 145–154. https://doi.org/10.1016/j.chb.2010.08.015
Liao, G.-Y., Cheng, T. C.E., & Teng, C.-I. (2019). How do avatar attractiveness and customization impact online gamers' flow and loyalty? Internet Research, 29 (2), 349–366. https://doi.org/10.1108/IntR-11-2017-0463
Ma'arif, S., & Putri, AA (2025). Impact of event marketing, promotions, and brand image on user loyalty: A study on Bukalapak marketplace. Journal of Economics and Digital Business, 4 (3), 297–308. https://doi.org/10.55927/ministal.v4i3.15040
Oliver, R.L. (1999). When is consumer loyalty? Journal of Marketing, 63 (Special Issue), 33–44. https://doi.org/10.1177/002224299906300203
Tirtayani, IGA, & Aghivirwiati, GA (2024). The influence of price fairness, perceived risk, and perceived value on repurchase intention of Gen Z in Bali. E-Journal of Economics and Business, Udayana University, 13 (1), 40–53. https://doi.org/10.24843/EEB.2024.v13.i01.p04
Venkatesh, V., Thong, J.Y.L., & Xu, X. (2012). Consumer acceptance of technology (UTAUT2). Journal of Business Research, 65 (11), 1579–1586. https://doi.org/10.1016/j.jbusres.2011.09.004
Xia, L., Monroe, K. B., & Cox, J. L. (2004). The price is unfair! Journal of Marketing, 68 (4), 1–15. https://doi.org/10.1509/jmkg.68.4.1.42733
Zeithaml, V. A., Berry, L. L., & Parasuraman, A. (1996). The behavioral consequences of service quality. Journal of Marketing, 60 (2), 31–46. https://doi.org/10.1177/002224299606000603