Professional Documents
Culture Documents
管理學院MBA 碩士班
碩士學位論文
學號:M10521805
研 究 生: Susanti Louis
指導教授 : 葉穎蓉
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ABSTRACT
Mobile phone has become an important part of our daily activities and is used
for business, personal life, and entertainment. Mobile games taking 51% of online game
market. In-app items are one of the primary sources of revenue for online game. Thus,
mobile gamer on purchase intention and actual purchase of In-App game item.
Despite the increasing sales and trend in mobile game, there are limited studies
for In-App Item based on Theory of Planned Behavior (TPB) involving antecedent
factors: playing habit, income, and gender. Data from 326 Asian respondents being
used and analyzed using SPSS25 and SmartPLS 3. This study applies SEM technique
with confirmatory factor analysis to test relationships. This study compares behavior of
This study finds that attitude and perceived behavioral control have a significant
significantly influences attitude in all group, but only influences purchase intention in
Asian, Taiwanese, and female group. Only Asian, Taiwanese, and Male actual purchase
These insights may provide a basis for further research and for game developer
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ACKNOWLEDGMENT
come to Taiwan.
Professor Kuo and Yeh, who teaches and guides me to do the research and report.
My 504 roommates, Fall 105, Temple explorer, and all my friends who always
I want to apologize for any mistakes that I might make. Hope this thesis will be
賜子千金不如教子一藝
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TABLE OF CONTENT
ABSTRACT ................................................................................................................. i
ACKNOWLEDGMENT................................................................................................ii
iii
2.3.2 Subjective Norm ............................................................................... 14
2.4.1 Habit.................................................................................................. 16
2.4.2 Income............................................................................................... 16
Intention ............................................................................................ 19
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3.1.7 Difference Influence of Attitude, Social Influence, and Perceived
Gender ............................................................................................... 21
Intention ............................................................................................ 45
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4.3.7 Difference Influence of Attitude, Social Influence, and Perceived
Gender ............................................................................................... 47
5.1 Conclusion.............................................................................................. 50
5.3 Recommendation.................................................................................... 51
REFERENCES ............................................................................................................ 53
SMARTPLS3 ....................................................................................... 72
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LIST OF FIGURES
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LIST OF TABLES
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Table 24. SmartPLS Bootstrapping for Female Respondent ........................... 75
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CHAPTER I: INTRODUCTION
1.1 Background
activities and is used for business, personal life, and entertainment. Owing to this trend,
mobile games industry has expanded dramatically in recent years in terms of both
market size and number of games. Mobile games played on smartphone have become
very popular, shifting the ways in which video games designed and played, shifting the
stereotype of gaming away from hardcore to activities that fit into everyday life
grows rapidly compare to others online games. It’s said that in Q1 2018 Global Games
Market Report, it shows that 2.3 billion gamers across the globe are expected to
generate $137.9 billion in game revenues in 2018 with mobile games taking more than
half of the market (51%). Mobile is the most lucrative segment, with smartphone and
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tablet gaming growing 25.5% year on year to $70.3 billion (Figure 1). This growth is
fueled by an increase in the number of players and an increase spending per players
(McDonald, 2017). Average revenue per user in mobile games is $31.20 in 2018
(Statista, 2018).
There are two kinds of business model represent the online game market:
gamers pay a monthly fee to game company for access to the game. While in free-to-
play model, gamers are free of charge to play the game but require to purchase various
game item (Park & Lee, 2011). In-app items are revenue model for free-to-play games.
Despite the increasing sales and trend in mobile game, there are limited studies
investigate factors influencing mobile gamers to purchase In-App game items. Without
strategies for game developer to keep this sustainable growth. Therefore, there is a need
to provide insight and observe online gamer as customer-related factors that influenced
mobile gamer on purchase intention and actual purchase of In-App game item.
Asian region is the largest mobile game market as many Asians adopt new
smartphones and download mobile games into their smartphone (D.Y. Jin, 2016).
APAC (Asia-Pacific) territories account for 52% of total global game revenues
(Wijman, 2018). Taiwan and Indonesia ranked 15 and 16 respectively on Global Game
Revenue estimate for 2017 based on Newzoo (2017) market research. Taiwan
population is 24M, internet population 21M and total revenues $1,030 million. While
Indonesia population is 264M, internet population 72M and total revenues $882 million.
Our majority respondents are Indonesian, fourth largest population in the world
ethnic group (Zhang et al., 2010), Chinese ethnic group representing 22% of the
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planet’s population (Parker, Gladstone, & Chee, 2001). Indonesia and Taiwan have a
different background, culture, and ethnic. Majority Indonesian population are Muslims,
Indonesia have the largest number of Muslims in the world (Athyal, 2015). Indonesia’s
Chinese (C.-H. Chen et al., 2016). Taiwan majority of religions are Buddhist (35%) and
Taoist (33%) (U.S.Department, 2007). Cultural differences have a significant part that
& Ghajarzadehe, 2011). Therefore, Indonesian and Han Chinese similarities and
factors that influencing purchase intention and actual purchase of mobile gamer toward
In-App Item is still unclear. Thus, this study aims to investigate different behavior in
Indonesia and Taiwan mobile gamer so that game developer can more understand
Although Asian mobile game market grows rapidly, there is lack of previous
purchase In-App game items. Without complete information what factor influencing
mobile gamer to purchase In-App game items, it is hard for game developer to set the
Some studies have identified attributes that drive In-App / virtual item purchase
intention and decisions in online games. Only several studies identified factor
influencing In-App items purchase intention in mobile games. To address the study gap
regarding In-App items in mobile games, current study will investigate Asian mobile
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gamers decision-making process for In-App items based on Theory of Planned
Behavior (TPB). This study intends to understand what factors influence the attitude,
subjective norm, and perceived behavioral control of Asian mobile gamers on In-App
items. Then, current study attempt to observe the relationship of attitude, subjective
norm, and perceived behavioral control to Asian mobile gamers purchase intention and
actual purchase of In-App items. This study result intends to give game developer
insights to provide a basis for further research and for them to develop effective
strategies that meet customer, Asian mobile gamer, value to increase their purchase In-
There are two research questions regarding the main objectives, those are:
1. What are the antecedent factors that influence the attitude, subjective norm,
In-App item?
2. What are the relationship between antecedent factors, attitude, subjective norm,
and perceived behavioral control to in-App item purchase intention and actual
Chapter 1: Introduction
This chapter gives you overview research background, the objective of research,
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information to readers about the main topic to be discussed. This chapter intends to
This chapter focus on the literature and theory that discussed as main object and
guidance to conduct this research. This chapter also discussed previous research and
their gap.
research. This chapter will also explain research and survey design, data collection and
analysis method.
This chapter discussed data collection and analysis from our collected data. This
chapter will use literature reviews and the data that has been gathered to analyze the
result. The researcher will discuss primary data result and analyze it using SPSS version
25 and SmartPLS version 3. PLS-SEM is used to analyze the data. Result and
explanation of the hypotheses will be explained in this chapter. Researcher will also
This chapter is the final part of this research which consists of conclusion and
limitation of the current study. There will be some recommendations for game
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CHAPTER II: LITERATURE REVIEW
Mobile games are games played on any portable device, including mobile phone,
smartphone, PDA, or tablets (Richardson, 2012). In the other hand, Taniar (2008)
emphasize in portability and networkability elements and define mobile game or mobile
Later, Dal Yong Jin, Chee, and Kim (2015) refers mobile game to games and gaming
culture on specifically related to the use of cell phone platform, particularly smartphone,
excluding other portable devices. Major advantages of mobile games, for example,
compared to PC games is its accessibility (C. Chen & Leung, 2016; Wei & Lu, 2014).
H.-M. Kim (2013) also mention that common feature in mobile game is a sufficient
degree of simplicity.
D.Y. Jin (2016) mention that smartphone and tablet dramatic improvement has
fundamentally changed people daily activity especially influence the nature of mobile
games. Mobile games played on smartphone shifting the way video games are designed
and played. Mobile game shifted the stereotype gaming from of hardcore dedicated play
to activity that fit into everyday life (Willson & Leaver, 2016). Gamers and developers
usually consider mobile game as a casual game (D.Y. Jin, 2016), so mobile game also
non-narrative and played for minutes at s time (Richardson & Hjorth, 2014).
Richardson and Hjorth (2014) also mention that with the increasing app-based
ecologies and trends toward gamification, use fame and playful apps to boost
consumption product and service, mobile games now are an intrinsic part of the twenty-
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2.1.1 Type of Mobile Game
There are four kinds of mobile game based on most common business model
(Feijoo, Gómez-Barroso, Aguado, & Ramos, 2012; Laakso & Nyman, 2014). First,
premium model that player purchases the game before playing. Second, freemium
model that basic content is free but additional features unlocked through in-app
purchases. Third, subscription model that player pays a regular fee in order to play the
game. Last, advergaming that combines advertising and game. While Park and Lee
(2011) only divide into 2 group, they are a subscription-based model and free-to-play
models. In the subscription-based model, gamers pay a monthly fee to game company
for access to the game. While in the free-to-play model, gamers are free of charge to
There are three types of games based on player. They are a single-player game,
richness of online games (Chia-Husn, 2007). Game can be defined by difficulties and
easy exploration into four types: casual game, experience game, challenge game, and
hardcore game (Tung & Lan, 2017). Chang (2002) categorized game into nine types,
they are role-playing, strategy, real-time tactic, action, puzzle, simulation, competitive
In-App / Virtual items are one of the primary sources of revenue for online game
(H. Lin & Sun, 2007). Virtual items as a revenue model - trading real money for virtual
items – was established back in the early 2000’s (Hamari & Lehdonvirta, 2010). In-
App / Virtual items are non-physical goods that can only be created and used in virtual
world environments to improve gamer entertainment experience (Guo & Barnes, 2012).
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Predominantly these virtual items have either a competency value or a visual authority,
in some cases, they might fit both values. One popular mechanics, especially in casual
games, is the reduction of waiting time. This can be seen as a functional attribute that
allows the user to skip time for a desirable “next step” in the game (Hanner & Zarnekow,
2015).
Especially in mobile games, it is common to send push messages to the user’s mobile
device reminding him of the game and potentially interesting offers in the in-game
stores. But, recent research shows that an inflationary spread of virtual items decreases
their value. So, game developer cannot simply “spam” the users with offers for virtual
items, since this would subvert the whole revenue model of free to play games. In most
free to play games the process of purchasing a virtual item is separated into two parts.
Mostly the user cannot buy a virtual item directly with real money. It can only be
obtained through an in-game currency (virtual currency). There are two types of
currencies in a game. One that can be earned within the game (e.g. resources like stones,
iron etc.). The second type of currency “premium-currency” (e.g. diamonds) can
sometimes be earned in the game but in most cases, it has to be purchased with real
money. After the purchase, the player can use this currency to buy the wanted virtual
H. Lin and Sun (2007) mention that there is two type of virtual items, functional
props, and decorative props. Functional props can enhance game user competency and
decorative props can change in-game appearance of game user. While, LiveGamer
(2008), a global provider of commerce solutions for online publishers, grouped virtual
items into three types: vanity, functional, and social. Vanity items are used to alter
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appearance. Functional items are game items that are used to augment power or ability.
Mobile gamer defined as casual, they play for short bursts, prefer having fun,
and generally require relatively low dimensionality of control over the game, and think
There is two broad classifications of gamer are casual and hardcore gamer.
Though mobile gamers have different demographic compared to other game, for
example, console or PC game, mobile gamer still often divide into those two categories
EEDAR (2017), game market research provider, classified mobile game player
into two categories based on spending and consumption time every week. Based on
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annual spending, divide into three groups, which are non-payer ($0/year), payer ($0.99-
100/year), and (>$100/year). EEDAR also classify mobile gamer based on consumption
time into three groups, which are light player (<1 hour/week), moderate player (1-5
comes from smartphone and the remaining 20% from tablets. According to Verto
Analytics, average mobile game playing is 24 minutes per day (Hwong, 2016).
that 27% of mobile gamer age is under 18 years, 29% are 18-35 years, 18% are 36-49
years, and 26% are older than 50. In 2016, mobile gamers dominated by female (55%),
while male 45%. More than 35% of active mobile gamers older than 18 years are heavy
payers (spend more than $100), the average yearly spending is $310.56. More than half
of mobile game revenue comes from heavy payers. Average heavy payers are 35.4 years
and dominated by men (71%). Top motivation for playing mobile game is to pass time
and free (or cheap) entertainment. Key factor mobile gamer to consider spending money
Eight out of ten teens and adults view mobile games as an easy way to pass time,
45% of adults play mobile games because they require less time and attention than other
activities, 42% teens and 28% of adults choose to play video games with their friends,
80% teens and 73% adults enjoy mobile game ability to play on-the-go, 70% adults like
the convenience of mobile game, and 45% enjoy its low engagement threshold.
(EEDAR, 2017).
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2.2.3 Culture and Behavior of Online Game Player
Online game satisfies user requirement of social relationship (H.-P. Lu & Wang,
2008). Yee (2006) mentioned that there are three major motivations of online game
player, which are achievement, sociality, and immersion. While playing the game,
players gain power to push desire to accumulate higher position in the game. Thus,
there are other three factors that influence user intention, which are operation attitude,
objective norm, and awareness control. Other factors that influence user intention to
play game are software design, system quality, service quality, peer influence, outside
influence, self-control, and self-benefit (T. Lu & Boutilier, 2011). Factors that draw
gamer’s attention and meet their expectation are content, music effectiveness game
tempo. These factors influenced their preference game attribute(C. L. Lin, 2003). Yang,
Wu, and Wang (2009) mention three factors that influence gamer satisfaction and
loyalty. There are experiential value, transaction cost, and service quality.
increase their competency for gaining high social status, gamers need to devote
considerable time or money to achieve high social status. Thus, switching costs are very
large if players give up their current social status, so gamer with high social status have
higher intention to continually pursue and purchase advanced virtual items for
maintaining their present social status (Guo & Barnes, 2012). Hanner and Zarnekow
(2015) mention that retention rate and the average value per purchase will be increased
H.-M. Kim (2013) mention that gamers are willing to pay for extended versions
of free games. Though only small number of gamer who actually spend money on
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mobile game, those group of people generate over half of the revenue of the games
field of marketing communication and consumer behavior that links the beliefs that
the theory of reasoned action (TRA), which establish to address various TRA
limitations (Ajzen & Fishbein, 1980). TPB has been shown to provide an excellent
accurately than its predecessor TRA (Ajzen, 1991; Han, Hsu, & Sheu, 2010); therefore,
upon three different processes: 1) attitude, 2) subjective norm and 3) perceived behavior
control. Attitude reflects how people think and believe which relates to expectations of
the behavior. Subjective norm relates to the support provided or not provided by an
about the ability to execute the designed behavior. Overall, the theory of planned
behavior explains that when a person perceives an activity as enjoyable and providing
good benefits, the person receives support and encouragement from others who are
already engaged in that behavior, and the person makes assumptions concerning his or
her own ability to accomplish the task. Then, there is stronger intention to perform that
task, which leads to actual execution of that specific task (Alzahrani, Mahmud,
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Ramayah, Alfarraj, & Alalwan, 2017). The overall construct of the TPB model is shown
in Figure 2.
TPB have been used in various studies from different type of goods related
purchase intentions, for example for: household appliances (Tan, Ooi, & Goh, 2017),
skincare (Chia-Lin Hsu, Chang, & Yansritakul, 2017), online fashion (Escobar-
Verner, & Loane, 2017), and virtual items (Guo & Barnes, 2007).
Ajzen (1991), describe Attitude as “the degree to which a person has a favorable
or unfavorable evaluation or appraisal of the behavior”. The more favorable the attitude
towards the behavior, the stronger the intention to perform it. Attitudes develop
reasonably from the beliefs people hold about the attitude by associating it with other
objects, characteristics, or events. Persuasive message that attack beliefs can produce
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2.3.2 Subjective Norm
perform the behavior” (Ajzen, 1991). Subjective norm in TPB is an injunctive norm
where it is concerned about perceived social pressure to perform the behavior, whether
it is engaged or not engaged with social reward or punishment (Cialdini, Kallgren, &
Reno, 1991). Deutsch and Gerard (1955) divide social influence into normative and
influence to accept information obtain from others as evidence about reality. Social
influence such as judgment of others, for example, family, friends, and community,
were considered when people make their own judgment. Thus, social influence can
change people attitude towards something (Wood, 2000). In this study, social influence
perform the behavior. The greater the perceived behavioral control, the stronger should
be an individual’s intention to perform behavior. The more resources, like time and
money, and opportunities they have, fewer obstacles, the greater their perceived control
over behavior (Ajzen, 1991). Three factors determine perceived behavioral control are
ability, resource, and opportunity (Fishbein & Ajzen, 1975). Ajzen (1991) also mention
that perceived behavioral control together with intention, can be used directly to predict
indicate how hard people willing to try and how much effort they planning to exert in
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order to perform the behavior. The stronger intention, the more likely they perform the
behavior. Bagozzi, Yi, and Baumgartner (1990) found that intention is a function of
level effort needed to perform the behavior (for example purchase a product or service)
in attitude-behavior relation. When the level of effort was high, intention is fully
mediate the effect of attitude on behavior, thus attitude had no direct effects on behavior.
In the other hand, in behavior only need little effort, attitude had direct effects on
behavior.
Brown (1996) mention that purchasing behavior is the decision processes and
acts when people involved in buying and using products. Costumer decision process
affected by 3 factor which is personal, psychological and social Personal factors are a
race, age, income, habit, etc. Psychological factors include motives, perception, attitude,
personality, lifestyles, ability, and knowledge. Social factors are influenced by opinion
2.4 Demographic
Barsade, and Neale (1998) mention in their study that people usually use demographic
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2.4.1 Habit
Habit is a stable and persistent type of behavior (Verplanken & Melkevik, 2008).
(Triandis, 1979). Habit strength may moderate the relationship between reason such as
attitudes and intention with behavior (Ronis, Yates, & Kirscht, 1989).
Limayem, Hirt, and Cheung (2007) mention that habit plays a moderating role
mobile game purchase intention, player who spend more time on mobile games will
2.4.2 Income
Past research has found that resources such as education and personal income
influence strategy of usage (C. Kim & Lee, 1996; Spiro, 1983). Individual spending
2017).
Income is closely related to the opportunity cost of time. Along with income
increases, the perception of value of time changes. High-income consumers will exhibit
2.4.3 Gender
in general psychology and the business literature (Akhter, 2003). Studies show that men
engage in taking more risky behavior than women (Bajtelsmit & VanDerhei, 1997;
Hinz, McCarthy, & Turner, 1997) and more rely on themselves for making decisions
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Liu (2016) mention that gender plays a major role in the perceptions and
acceptance of online games. Female tends to be more sensitive towards other opinions,
thus social influence is a stronger determinant of the intention to play online games.
game preference (Tung & Lan, 2017), gamer motivation (Alzahrani et al., 2017; Chin-
Lung Hsu & Lu, 2007; Lee, 2009; Lee & Tsai, 2010; Lim & Seng, 2011), addiction
(H.-P. Lu & Wang, 2008), gender (Liu, 2016) and their purchase behavior (Bleize &
Antheunis, 2017; Guo & Barnes, 2007, 2009, 2011; Guo & Barnes, 2012; Hamari, 2015;
Ho & Wu, 2012; Lehdonvirta, 2009; Mäntymäki & Salo, 2013; Park & Lee, 2011;
Wohn, 2014). In recent years, there are some studies about mobile game discussing
gamer behavior (de Kervenoael, Schwob, Palmer, & Simmons, 2017) and mobile game
environment (Feijoo et al., 2012; D.Y. Jin, 2016). There are also previous studies about
customer purchase behavior, for example, Penttinen, Rossi, and Tuunainen (2010),
Hanner and Zarnekow (2015), Sifa et al. (2015), and Hsiao and Chen (2016). Table 1
Asian population is still lacking. Previous studies use perceived value, Keeney’s value
based, and Customer Lifetime Value. However, there are still no studies on mobile
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Table 2. Summary of Previous Research
Research Alzahrani et al. Park and Lee (2011) Ho and Wu (2012) Guo and Barnes Hsiao and Chen
(2017) (2012) (2016)
Methodology Quantitative Quantitative Quantitative Quantitative Quantitative
Data Collection method Questionnaire Questionnaire Online survey Online survey Online survey
distributed in distributed in school distributed to World distributed via
Malaysia public and colleges class of Warcraft (WoW) popular virtual
universities player communities of
Tower of Saviors
(ToS)
Theory Flow theory and TPB TCV TCV UTAUT, TAM, and Perceived value
TPB
Subject 1584 students 384 students 523 virtual game users 253 WoW player 3309 ToS player
Analysis PLS PLS Multiple regression SEM-PLS SEM
analysis
Result Flow experience and Character competency, Game type moderate’s Perceived User loyalty and
perceived enjoyment enjoyment visual relationship between enjoyment, specific value
positively increase authority, monetary game variables perceived value, positively affect
attitude and online value and character (character competency, social status, effort in-app purchase
game playing. identification price utility, and social expectancy, general intention. Gender
Attitude, subjective positively affect relationship support) achievement, and and income play
norm, and perceived intention to purchase and purchase intention status significantly an influential
behavior control have game items. While of virtual goods. Price related to purchase role in affecting
a significant satisfaction does not utility, aesthetics and intention. Purchase purchase
relationship with significantly affect social relationship intention positively intention.
actual game playing. game items purchase significantly increase influences actual
intention. purchase intention. purchase behavior.
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CHAPTER III: RESEARCH METHODOLOGY
Hamari (2015) found that attitude positively associated with purchase intentions
H1. Attitude (AT) positively influences gamer In-App Item Purchase Intention
(PI).
3.1.2 Influence of Social Influence to In-App Item Attitude and Purchase Intention
Social influence can change people attitude towards something (Wood, 2000).
Wohn (2014) indicates in her study that social factor was strongly associated with
individual spent real money or not. Having more friends in game will increase the like
hood of spending money within the game. Hamari (2015) also mention that social
influence is positively associated with purchase intention for virtual items. Thus, we
propose that:
H2a. Social Influence (SI) positively influences gamers Attitude (AT) toward
In-App Item.
H2b. Social Influence (SI) positively influences gamer In-App Item Purchase
Intention (PI).
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3.1.3 Influence of Perceived Behavioral Control to In-App Item Purchase Intention
(Domina, Lee, & MacGillivray, 2012). Ajzen (1991) mention that perceived behavioral
control can also be used directly to predict the behavior. So, we propose that:
(Guo & Barnes, 2012) research result support relationship between purchase
intention and actual purchase behavior of virtual items in WoW. Therefore, we propose
that:
H4. Purchase Intention (PI) positively influences gamer In-App Item Actual
Purchase (AP).
3.1.5 Moderating effect of Playing Habit between In-App Item Purchase Intention
Habit may moderate the relationship between intention and behavior (Ronis et
al., 1989). Hsiao and Chen (2016) mention that player who spends more time on mobile
games will have more intention to spend money. Thus, we propose that:
H5. Playing habit positively moderate gamer Purchase Intention (PI) toward In-
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3.1.6 Influence of Income to In-App Item Perceived Behavioral Control
The more resources, like time and money, and opportunities they have, the
greater their perceived control over behavior (Ajzen, 1991), so we propose that:
Gender plays a major role in the perceptions and acceptance of online games
(Liu, 2016). Thus, we propose that the effect of attitude, social influence, and perceived
Based on our literature review, this study derived five factors, including ten
measurements item, to explore answers to our research question. The factors and their
This study questionnaire is divided into two parts. The first part is about
questions. While for study research questions, we used five-point Likert scale.
The design of the question is adapted and modified from Ajzen (2002) guideline
with appropriate modifications for mobile game In-App item. We asked respondents to
indicate the extent to which they agreed with the condition described in each item on a
5-point Likert scale, ranging from “1=strongly disagree” to “5= strongly agree”.
There are 5 factors construct which are Attitude (AT), Social Influence (SI),
Perceived Behavioral Control (PB), Purchase Intention (PI), and Actual Purchase (AP)
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Table 3. Model Construct, Survey Measurement, and Question
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No Factor No Measurement Label No Question
Construct Items
GC4 22 I feel guilty towards my gamer community if I buy mobile game item
GC5 23 It is important to me buy mobile game item that my gamer community
approved
GC6 24 I often consult my gamer community before I buy mobile game item
3 Perceived 6 Price PR1 25 Mobile game item is affordable
Behavioral PR2 26 Mobile game limited item is still affordable
Control PR3 27 I feel no objection to buying mobile game item even though it a little
(PB) bit expensive
PR4 28 I have enough money to buy mobile game item
7 Availability AV1 29 Mobile game item is easy to buy
AV2 30 Mobile game item is convenience to buy
AV3 31 There always interesting mobile game item to buy
AV4 32 There always interesting promotion to buy mobile game item
4 Purchase 8 Preference PC1 33 I intend to buy mobile game item this month
Intention PC2 34 I plan to buy mobile game item this month
(PI) PC3 35 I will buy mobile game item this month
9 Willingness WS1 36 I am willing to save to buy mobile game item
to Sacrifice WS2 37 I do not mind to wait for special promotion to buy mobile game item
WS3 38 I willing to allocate my other expenses to buy mobile game item
5 Actual Purchase AP1 39 I bought mobile game item before
(AP) AP2 40 I bought mobile game item regularly
AP3 41 I bought mobile game item for my friends before
AP4 42 I bought mobile game item for my game community before
AP5 43 I bought mobile game limited item before
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3.4 Data Collection and Sample
smartphone user. We choose online survey because the method is less expensive,
Online survey also can reach more people compare to paper survey. Besides, our target
The questionnaires distributed in three languages for the same questions. All the
questionnaire questions have the same questionnaire design translated into English
respondents to ensure that the questionnaire can be understood by respondents and does
not contain any bias meaning. Each language version of the questionnaires has been
The most common minimum sample rule for PLS is "10 times" rule, which
states that the sample size should be at least 10 times the number of incoming paths to
the construct with the most incoming paths (Barclay, Higgins, & Thompson, 1995; Chin,
Marcolin, & Newsted, 2003). Joe F Hair, Sarstedt, Ringle, and Mena (2012) mention
that the use of PLS is appropriate, and with respect to sample size they repeated the "10
times" rule. In this study, the most incoming paths are 3 to Purchase Intention construct,
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3.5 Data Analysis Method
analyze data. Analysis is conducted using SPSS version 25 and SmartPLS version 3.
All data collected through questionnaires entered into SPSS to check overall data
Validity test shows the degree to which the test or scale actually measures the
real quantifier which all the inference made based on the result will be meaningful
(Cronbach, 1971). Validity test is a requirement to test reliability (Wainer & Braun,
2013). Convergent validity indicates to the extent to which a set of indicators converges
in measuring the concept of concern (J.F. Hair, Black, Babin, & Anderson, 2013).
While Discriminant validity is to which extent a construct is truly distinct from other
constructs. This means that the variance shared among a set of items measuring a
construct and their own construct is higher than the variance shared with other
(AVE) and composite reliability (CR). CR should > 0.7 and AVE should > 0.5. While
Hair et al., 2013). Discriminant validity assessed based on Fornell and Larcker
compare the square root of the AVE with the correlations. AVE square root of each
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Reliability test represents the stability and consistency degree of a test or a scale
in measuring intended measurement (Moskal & Leydens, 2000). The higher the
reliability, the more dependable of analysis result. To test reliability, Cronbach alpha
for capturing the dimensions. AVE from each construct should exceed the 0.5
Vinzi, Chin, Henseler, and Wang (2010), in his book mention that partial least
squares path modeling (PLS, PLS-PM, PLS-SEM) is a statistical approach for modeling
the measurement items on the latent constructs is specified explicitly in the model
(Gefen & Straub, 2005). Structural Equation Models (SEM) allowing the estimation of
terms of linear conditional expectation. While from the standpoint of data analysis, PLS
viewed as a very flexible approach to multi-block (few sets of variables are available
The advantage using PLS-SEM is it can be used in small sample size and non-
normal data. PLS-SEM also can handle more complex model with fewer restrictions
using smaller sample and provide precise estimates in extremely non-normal data
27
To test the hypothesis with PLS-SEM method, this study utilizes SmartPLS
version 3. Following F. Hair Jr et al. (2014) suggestion, to assess the loadings and path
28
CHAPTER IV: DATA COLLECTION AND ANALYSIS
Data collected from 21 March until 07 May 2018. From total 337 respondents,
there are 326 respondents with a valid questionnaire which consist of Asian respondents
The most common minimum sample rule for PLS is "10 times" rule, which
states that the sample size should be at least 10 times the number of incoming paths to
the construct with the most incoming paths (Barclay et al., 1995; Chin et al., 2003). Joe
F Hair et al. (2012) mention that the use of PLS is appropriate, and with respect to
sample size they repeated the "10 times" rule. In this study, the most incoming paths
are 3 to Purchase Intention construct, thus minimum sample is 30. Following this, the
final sample included 326 valid responses are adequately meeting PLS minimum
the remaining 7 (2.14%) are from another Asian country such as Macau, Hong Kong,
Vietnam, Malaysia, and Japan. From 326 respondents, 180 persons (55.21%) are female
and 146 (44.79%) are male. Indonesian respondents consist of 45.96% female and
54.04% male, while Taiwanese respondents consist of 63.29% female and 36.71 are
male.
influenced by parents (Tilston, Gregson, Neale, & Douglas, 1991), younger children
have stronger parenteral influence, while adolescence had more freedom to choose
(Hamilton, McIlveen, & Strugnell, 2000). Thus, children younger than 16 years old
purchase decisions are too dependent on their parents. Therefore, we assume our
29
respondents who are16 years old and older already can make their own purchase
decision and have purchase power. Therefore, respondents are 16 years old and older.
There are 15.95% respondents between age 16 to 20 years old, 42.02% between 21 to
25 years old, 30.37% between 26 to 30 years old, and 11.66% older than 30 years old.
More than half of Indonesian respondents (73.91%) are between 21 to 30 years old,
while almost half of Taiwanese respondents (48.73%) are between 21 to 25 years old.
respondents had a bachelor degree and 41.72% had a postgraduate degree. Indonesian
respondents consist of 83.27% had a bachelor degree and above, while Taiwanese
respondents consist of 96.20% with a bachelor degree and above. Based on this profile,
In point of current status, the majority of our respondents are a student (60.12%),
(77.85%).
Related mobile game playing habit (H), researcher ask about playing time spent/
week (H1), playing frequency/ week (H2), and playing time spent/ day (H3). More than
half of our respondents (53.07) spent less than one hour to play mobile game. There are
54.04% of Indonesian respondents spend more than one hour to play mobile game, in
contrast, 60.13% of Taiwanese respondents only spent less than one hour to play mobile
game. Almost half of the respondents (45.09%) play mobile game every day, with
EEDAR (2017) classification, our respondents consist of 32.52% light player and 67.48%
30
heavy player. Indonesian respondents consist of 70.19% heavy player, while Taiwanese
Respondents who join game community (including group within the game or
group of friends who play the same game) are 44.17%. Most of Indonesian respondents
(61.49) did not join game community, while half of Taiwanese respondents (50%) join
game community.
Regarding average monthly income, the vast majority (63.50%) has less than
500 USD (equal to 15000 NTD, with currency 1TWD = USD 0.033). Indonesian
income less than 500 USD. Low monthly income probably because of most of our
Majority of our respondents (63.18%) never purchase In-App game item, with
Indonesian respondents 59.63% and Taiwanese respondents 65.82%. There are 24.23%
respondents who purchase In-App game item for ≤ 10 USD (300NTD). Indonesian
respondents who purchase In-App game item for ≤ 10 USD are 25.47% and Taiwanese
31
Table 4. Demographic Characteristics of Respondents
32
Asian (326) Indonesian (161) Taiwanese (158)
Frequency Percentage (%) Frequency Percentage (%) Frequency Percentage (%)
Frequency/ Week ≦ 1/week 95 29.14 47 29.19 45 28.48
2-3/week 41 12.58 22 13.66 18 11.39
Several times 43 13.19 25 15.53 18 11.39
Everyday 147 45.09 67 41.61 77 48.73
Time Spent/ Day < 1 hour 173 53.07 74 45.96 95 60.13
1 - 2 hours 88 26.99 44 27.33 41 25.95
3 - 4 hours 39 11.96 26 16.15 13 8.23
5 - 8 hours 21 6.44 14 8.70 7 4.43
> 8 hours 5 1.53 3 1.86 2 1.27
Gamer Community Yes 144 44.17 62 38.51 79 50.00
No 182 55.83 99 61.49 79 50.00
Monthly Income ≦ 500 USD 207 63.50 91 56.52 111 70.25
(USD) 501 - 1000 USD 70 21.47 38 23.60 32 20.25
1001 - 1500 27 8.28 16 9.94 11 6.96
USD
> 1500 USD 22 6.75 16 9.94 4 2.53
Have ever purchase Yes 120 36.81 65 40.37 54 34.18
In-App Game Item No 206 63.19 96 59.63 104 65.82
In-App Game Never spent any 206 63.19 96 59.63 104 65.82
Purchase/ Month money
≦ 10 USD 79 24.23 41 25.47 37 23.42
11 - 25 USD 21 6.44 15 9.32 6 3.80
26 - 50 USD 10 3.07 2 1.24 8 5.06
> 50 USD 10 3.07 7 4.35 3 1.90
33
4.2 Validity and Reliability Test Result
All data collected through questionnaires entered into SPSS to check whether
the data is valid and reliable. Validity test using bivariate Pearson correlation coefficient
value, FM6 and FR4 removed from Asian, Indonesian, and Male data. FM5, FM6, and
FR4 are removed from Taiwanese data, then FM5 and FR4 removed from Female data
because of correlation value less than 0.3. Table 5 shows a summary of removed item
Cronbach's alpha coefficient > 0.7 indicates an acceptable reliability (J.F. Hair
et al., 2013). Cronbach’s Alpha from reliability test of Asian, Indonesian, Taiwanese,
Female and Male are respectively 0.934, 0.936, 0.932, 0932, 0.922 with no data
Removed
Item
Asia Indonesian Taiwanese Female Male
FM5 √ √
FM6 √ √ √ √
FR4 √ √ √ √ √
(J.F. Hair et al., 2013). Therefore, factor loadings that less than 0.5 should be removed
before further analysis. Based on factor loading criteria, researcher removing some
34
Table 6. Removed Items due to Insufficient Loading Factor
Model validity and reliability test result generated from Smart PLS. Cronbach's
alpha coefficient should > 0.7 indicates (J.F. Hair et al., 2013), CR > 0.7 and AVE >
0.5 (F. Hair Jr et al., 2014). Discriminant validity analyzes by comparing the AVE with
squared correlations or alternatively compare the square root of the AVE with the
correlations. AVE square root of each construct should be greater than the correlation
Asian Respondent model validity and reliability test result shown in Table 7.
Cronbach's alpha coefficient of all construct range from 0.831-1 and CR range from
0.883-1. For AVE, except for PB (0.446) and SI (0.500), all construct has a value
greater than 0.5. If AVE is less than 0.5, but composite reliability is higher than 0.6, the
convergent validity of the construct is still adequate (Fornell & Larcker, 1981). Table
8 shows that AVE square root of each construct in Asian Respondent model (diagonal
elements in bold) are greater than the correlation of each construct. Thus, Asian
35
Table 7. Asian Model Validity and Reliability Result
Moderating
Effect H
AP AT Habit Income (PI-AP) PB PI SI
AP 0.776
AT 0.547 0.764
Habit 0.378 0.412 0.870
Income 0.049 -0.039 -0.008 1
Moderating
Effect H
(PI-AP) 0.259 0.174 0.082 0.057 0.712
PB 0.489 0.649 0.253 0.094 0.092 0.668
PI 0.730 0.613 0.36 0.044 0.374 0.534 0.809
SI 0.489 0.634 0.225 -0.065 0.065 0.522 0.524 0.707
Indonesian Respondent model validity and reliability test result shown in Table
9. Cronbach's alpha coefficient of all construct range from 0.832-1 and CR range from
0.867-1. AVE from all construct has a value greater than 0.5, except PB (0.450).
According to (Fornell & Larcker, 1981), convergent validity of the construct is still
adequate if composite reliability is higher than 0.6 though AVE is less than 0.5. In Table
10, AVE square root of each construct in Indonesian Respondent model (diagonal
elements in bold) are greater than the correlation of each construct. Therefore, Asian
36
Table 9. Indonesian Model Validity and Reliability Result
Moderating
Effect H
AP AT Habit Income (PI-AP) PB PI SI
AP 0.785
AT 0.510 0.765
Habit 0.405 0.526 0.890
Income 0.073 -0.065 0.060 1
Moderating
Effect H
(PI-AP) 0.227 0.159 0.081 0.053 0.751
PB 0.480 0.568 0.301 0.087 0.029 0.671
PI 0.761 0.590 0.351 0.115 0.368 0.516 0.832
SI 0.442 0.600 0.272 -0.088 0.028 0.479 0.465 0.764
correlation with AT (Table 11). It means that the variables correlate more highly with
variables outside their parent factor than with the variables within their parent factor.
To increase the value of AVE, indicator with lower outer loading from PB and SI are
removed. Thus, researcher removed FM3(0.623), FR6(0.651) and GC5 (0.464) from SI
37
Table 11. Correlation of Taiwanese Respondent Model
Moderating
Effect H
AP AT Habit Income (PI-AP) PB PI SI
AP 0.777
AT 0.610 0.765
Habit 0.353 0.315 0.852
Income -0.020 0.037 -0.154 1
Moderating
Effect H
(PI-AP) 0.292 0.197 0.063 0.032 0.649
PB 0.553 0.767 0.235 0.137 0.220 0.728
PI 0.695 0.662 0.392 -0.067 0.356 0.628 0.786
SI 0.581 0.705 0.211 -0.002 0.181 0.650 0.646 0.676
After removing some item, AVE square root of each construct of Taiwanese
Respondent model (diagonal elements in bold) is greater than the correlation of each
construct (Table13). Table 12 shows, Cronbach's alpha coefficient of all construct range
from 0.777-1 and CR range from 0.855-1. AVE from all construct has a value greater
than 0.5, except moderating effect of H (0.421). Convergent validity of the construct is
still adequate if composite reliability is higher than 0.6 though AVE is less than 0.5
38
Table 13. Correlation of Taiwanese Respondent Model (New)
Moderating
Effect H
AP AT Habit Income (PI-AP) PB PI SI
AP 0.777
AT 0.608 0.766
Habit 0.353 0.317 0.852
Income -0.021 0.036 -0.154 1
Moderating
Effect H
(PI-AP) 0.291 0.196 0.063 0.032 0.649
PB 0.522 0.744 0.236 0.129 0.179 0.773
PI 0.695 0.661 0.392 -0.067 0.356 0.600 0.786
SI 0.572 0.703 0.22 0.009 0.199 0.616 0.633 0.732
Table 14 shows that AVE square root of PB of Female Respondent model lower
than correlation with AT. Indicator with lower outer loading from PB removed to
increase the value of AVE. Therefore, researcher removed AV1(0.491) and PR4 (0.618)
from PB construct.
Moderating
Effect H
AP AT Habit Income (PI-AP) PB PI SI
AP 0.786
AT 0.547 0.759
Habit 0.323 0.319 0.880
Income -0.109 -0.079 -0.018 1
Moderating
Effect H
(PI-AP) 0.225 0.263 0.103 -0.024 0.703
PB 0.483 0.709 0.248 -0.068 0.176 0.680
PI 0.621 0.657 0.283 -0.089 0.373 0.592 0.822
SI 0.551 0.630 0.115 -0.114 0.042 0.577 0.553 0.695
After removing some item, AVE square root of each construct from Female
Respondent model (diagonal elements in bold) are greater than the correlation of each
39
construct (Table16). In table 15, Cronbach's alpha coefficient of all construct range
from 0.786-1 and CR range from 0.852-1. AVE from all construct has a value greater
than 0.5, except moderating effect of H (0.495) and SI (0.484). If AVE is less than 0.5,
but composite reliability is higher than 0.6, convergent validity of the construct is still
Moderating
Effect H
AP AT Habit Income (PI-AP) PB PI SI
AP 0.786
AT 0.547 0.759
Habit 0.323 0.319 0.880
Income -0.109 -0.079 -0.018 1
Moderating
Effect H
(PI-AP) 0.225 0.263 0.103 -0.024 0.703
PB 0.492 0.717 0.231 -0.080 0.204 0.732
PI 0.62 0.656 0.283 -0.089 0.373 0.621 0.822
SI 0.551 0.63 0.115 -0.114 0.042 0.592 0.553 0.695
Male Respondent model validity and reliability test result shown in Table 17.
Cronbach's alpha coefficient of all construct range from 0.812-1 and CR range from
0.851-1. For AVE, except for moderating effect H (0.472), PB (0.419) and SI (0.472),
40
all construct has a value greater than 0.5. Fornell and Larcker (1981) mention that if
AVE is less than 0.5, but composite reliability is higher than 0.6, the convergent validity
of the construct is still adequate. AVE square root of each construct in Male Respondent
model (diagonal elements in bold) are greater than the correlation of each construct
(Table 18). Thus, Asian Respondent model still valid and reliable.
Cronbach's
Alpha CR AVE
AP 0.812 0.869 0.571
AT 0.851 0.884 0.563
Habit 0.800 0.882 0.714
Income 1 1 1
Moderating Effect H (PI-AP) 0.935 0.939 0.472
PB 0.813 0.851 0.419
PI 0.863 0.901 0.612
SI 0.892 0.912 0.472
Moderating
Effect H
AP AT Habit Income (PI-AP) PB PI SI
AP 0.756
AT 0.491 0.750
Habit 0.315 0.381 0.845
Income 0.140 -0.035 -0.054 1
Moderating
Effect H
(PI-AP) 0.168 0.087 -0.041 0.056 0.687
PB 0.456 0.539 0.108 0.229 0.082 0.647
PI 0.772 0.535 0.300 0.111 0.266 0.460 0.782
SI 0.360 0.592 0.168 -0.069 0.007 0.407 0.431 0.687
All above results show that the measurement model has confirmed adequate
41
Table 19. Measurement Model
42
4.3 Hypothesis Testing Result
SmartPLS3 was conducted to test the hypothesis conceptual model of this study. Figure
4, 5, and 5 respectively show the result of PLS-SEM analysis for Asian, Indonesian,
R2 represents the amount of variance explained by the model. The values should
be sufficiently high for the model to have a minimum level of explanatory power. Rule
of thumb for acceptable R2 with 0.75, 0.50, and 0.25 are described as substantial,
In Asian respondent model, the R2 for attitude was 0.402, perceived behavioral
control was 0.009, purchase intention was 0.428, and actual purchase game In-App item
was 0.560 (Figure 4). According to Henseler et al. (2009), all R2 except R2 of perceived
0.008, purchase intention 0.405, and actual purchase game In-App item 0.609 (Figure
5). R2 for attitude, purchase intention, and actual purchase was acceptable, while
intention 0.507, and actual purchase game In-App item 0.511 in Taiwanese respondent
(Figure 6). Based on Henseler et al. (2009), R2 for attitude, purchase intention, and
actual purchase was acceptable, while perceived behavioral control was not acceptable.
43
Figure 4. PLS-SEM Result for Asian Respondent
44
Figure 6. PLS-SEM Result for Taiwanese Respondent
β=0.315, p<0.01), supporting H1. The result indicating that attitude significant
4.3.2 Influence of Social Influence to In-App Item Attitude and Purchase Intention
p<0.01), Indonesian (β=0.600, p<0.01), and Taiwanese (β=0.703, p<0.01). Thus, H2a
was supported.
p<0.01) and Taiwanese respondent (β=0.301, p<0.01), but was not give significant
45
Therefore, we suggest that social influence has little effect on forming Asian
mobile gamers’ purchase intention. Social influence gives more influenced towards
influence can help to build good attitude towards purchasing game In-App item to
In-App item in Asian (β=0.199, p<0.05), Indonesian (β=0.242, p<0.01), and Taiwanese
influenced the actual purchase of game In-App item in Asian (β=0.129, p<0.01) and
purchasing game In-App item is easy to perform will likely have higher purchase
intention but it was not mean that they will directly have higher actual purchase.
Perceived behavioral control increase gamer purchase intention that will indirectly
in every group. The result for Asian, Indonesian, and Taiwanese respectively are
β=0.624, p<0.01; β=0.680, p<0.01; and β=0.531, p<0.01. Thus, H4 was strongly
supported.
46
4.3.5 Moderating effect of Playing Habit between In-App Item Purchase Intention
intention to actual purchase of game In-App items in every group (Asian respondent
respondent β=0.129, p>0.1), do not support H6. It means that gamer with higher income
does not necessarily perceive purchasing game In-App item is easy to perform.
In Female respondent model, the R2 for attitude was 0.397, perceived behavioral
control was -0.080, purchase intention was 0.494, and actual purchase game In-App
item was 0.424 (Figure 7). According to Henseler et al. (2009), all R2 except R2 of
In-App item in female respondent. Female attitude towards purchasing game In-App
perceived behavioral control (β=0.159, p>0.1). Female perceived behavioral control did
47
not influence by income (β=-0.080, p>0.1). Playing habit do not moderate female
48
R2 respondent for attitude 0.351, perceived behavioral control 0.052, purchase
intention 0.341, and actual purchase game In-App item 0.618 in Taiwanese respondent
(Figure 8). Based on Henseler et al. (2009), R2 for attitude, purchase intention, and
actual purchase was acceptable, while perceived behavioral control was not acceptable.
behavioral control (β=0.225, p<0.01), but not influenced by social influence (β=0.145,
purchasing game In-App item (β=0.592, p<0.01). Purchase intention (β=0.690, p<0.01)
and perceived behavioral control (β=0.130, p<0.05) positively influenced the actual
purchase of game In-App item, while playing habit (β=-0.021, p>0.1) do not
Based on above results, both Asian female and male purchase intention
influenced by attitude and perceived behavioral control, while male more influenced by
social influence than female. Social influence positively influenced attitude in female
and male respondent. Purchase intention positively influenced both male and female
actual purchase of game In-App item, this relationship did not moderate by gamer
playing habit. Income did not influence female perceived behavioral control, while it
has significant influence in male group. Moreover, female perceived behavioral control
did not influence their actual purchase, while it has significant influence in male group.
49
CHAPTER V: CONCLUSION AND RECOMMENDATION
5.1 Conclusion
This study finds that attitude and perceived behavioral control have a significant
significantly influences attitude in all group, but only influences purchase intention in
Asian, Taiwanese, and female group. Only Asian, Taiwanese, and Male actual purchase
influence perceived behavioral control, except in male respondent. It means that gamer
with higher income does not necessarily perceive purchasing game In-App item is easy
50
Female and male gamer also have some differences. Female gamer purchase
intention more influenced by social influence than male. In the other hand, male income
increases their perceived behavioral control that influenced their actual purchase.
majority of respondents were Indonesian and Taiwanese, adult, with high educational
background. Therefore, the conclusions of the study might more suitable for adult and
educated people. Thus, the generalizability of this study outcome should be cautioned.
5.3 Recommendation
For more generalized result, future studies should include more diversified
sample geographically and demographically. It would be better that future study also
has more sample. Future study could also examine other antecedent, for example value,
Game developer should utilize social influence to form a good attitude towards
their game and purchasing In-App item. By increasing attitude and perceived
purchase.
Since female more influenced by social influence, developer can use referral
method to increase female attitude and intention. Because male more influenced by
51
perceived behavioral control, developer could increase item affordability and
52
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58
APPENDIX 1: QUESTIONNAIRE ENGLISH VERSION
Best Regards,
Susanti
Background Information
Gender:
1. Female
2. Male
Age:
1. ≦ 10 years
2. 11 - 15 years
3. 16 - 20 years
4. 21 - 25 years
5. 26 - 30 years
6. > 30 years
Nationality:
1. Indonesia
2. Taiwan
3. Other:
Education Background:
1. Elementary School
2. Junior High School
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3. Senior High School
4. Bachelor
5. Master
6. PhD
7. Other:
Status:
1. Student
2. Employee
3. Entrepreneur
4. Housewife
5. Other:
Do you have gamer community? (Included group within the game and friends who
playing the same game)
1. No
2. Yes
60
Monthly Income: (1TWD approximately equal to IDR 450 and USD 0.033)
1. ≦ 500 USD
2. 501 - 1000 USD
3. 1001 - 1500 USD
4. 1501 - 2000 USD
5. 2001 - 2500 USD
6. 2501 - 3000 USD
7. 3001 - 3500 USD
8. > 3500 USD
Mobile Game In-App Purchase per month: (1TWD approximately equal to IDR 450
and USD 0.033)
1. Never spent any money
2. ≦ 10 USD
3. 11 - 25 USD
4. 26 - 50 USD
5. 51 - 100 USD
6. 101 - 200 USD
7. > 200 USD
Survey Questions
(5-point likert scale, 1 for strongly disagree and 5 for strongly agree)
1. Playing mobile game is very enjoyable
2. Playing mobile game every day is beneficial
3. I am happy when I play mobile game
4. Item from mobile game is worth to buy
5. Buying mobile game item is a good thing
6. When I buy mobile game item, I feel happy
7. My family (or relatives) thinks I should buy mobile game item
8. My family (or relatives) support me to buy mobile game item
9. My family (or relatives) recommend me to buy mobile game item
10. I feel guilty towards my family if I buy mobile game item
11. It is important to me buy mobile game item that my family approved
12. I often consult my family before I buy mobile game item
13. My friends think I should buy mobile game item
14. My friends support me to buy mobile game item
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15. My friends recommend me to buy mobile game item
16. I feel guilty towards my friends if I buy mobile game item
17. It is important to me buy mobile game item that my friends approved
18. I often consult my friends before I buy mobile game item
19. My gamer community thinks I should buy mobile game item
20. My gamer community support me to buy mobile game item
21. My gamer community recommend me to buy mobile game item
22. I feel guilty towards my gamer community if I buy mobile game item
23. It is important to me buy mobile game item that my gamer community
approved
24. I often consult my gamer community before I buy mobile game item
25. Mobile game item is affordable
26. Mobile game limited item is still affordable
27. I feel no objection to buy mobile game item even though it a little bit
expensive
28. I have enough money to buy mobile game item
29. Mobile game item is easy to buy
30. Mobile game item is convenience to buy
31. There always interesting mobile game item to buy
32. There always interesting promotion to buy mobile game item
33. I intend to buy mobile game item this month
34. I plan to buy mobile game item this month
35. I will buy mobile game item this month
36. I am willing to save to buy mobile game item
37. I do not mind to wait for special promotion to buy mobile game item
38. I willing to allocate my other expenses to buy mobile game item
39. I bought mobile game item before
40. I bought mobile game item regularly
41. I bought mobile game item for my friends before
42. I bought mobile game item for my game community before
43. I bought mobile game limited item before
62
APPENDIX 2: QUESTIONNAIRE INDONESIAN VERSION
Halo, perkenalkan nama saya Susanti. Saya mahasiswi MBA di NTUST, Taiwan.
Survei ini didisain untuk mengetahui faktor yang mempegaruhi pemain game HP untuk
membeli barang di dalam game. Survei ini dibagi menjadi 2 bagian, bagian pertama
menanyakan informasi pribadi dan bagian terakhir adalah pertanyaan terkait dengan
survei.
Untuk setiap di bagian terakhir akan menggunakan skala likert mulai dari 1 sampai
dengan 5. Silakan memilih 1 untuk sangat tidak setuju dan 5 untuk sangat setuju.
Seluruh jawaban Anda akan dirahasiakan dan digunakan semata–mata hanya untuk
survei dan keperluan penelitian saja.
Salam,
Susanti
Informasi Pribadi
Jenis Kelamin:
1. Wanita
2. Pria
Usia:
1. ≦ 10 tahun
2. 11 - 15 tahun
3. 16 - 20 tahun
4. 21 - 25 tahun
5. 26 - 30 tahun
6. > 30 tahun
Kewarganegaraan:
4. Indonesia
5. Taiwan
6. Other:
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Pendidikan Terakhir:
1. SD
2. SMP
3. SMA
4. S1
5. S2
6. S3
7. Lainnya:
Status:
1. Pelajar/Mahasiswa
2. Karyawan/Karyawati
3. Wirausaha
4. Ibu Rumah Tangga
5. Lainnya:
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Apakah kamu punya komunitas gamer (bermain game)? (Termasuk grup di dalam
game dan teman yang bermain game yang sama)
1. Tidak
2. Ya
Penghasilan per bulan: (1TWD kurang lebih setara dengan Rp 450 dan USD 0.033)
1. ≦ Rp 6.750.000
2. Rp 6.750.001 - Rp 13.500.000
3. Rp 13.500.001 - Rp 20.250.000
4. Rp 20.250.001 - Rp 27.000.000
5. Rp 27.000.001 - Rp 33.750.000
6. Rp 33.750.001 - Rp 40.500.000
7. Rp 40.500.001 - Rp 47.250.000
8. > Rp 47.250.000
Uang yang digunakan untuk membeli barang di dalam game HP setiap bulannya:
(1TWD kurang lebih setara dengan Rp 450 dan USD 0.033)
1. Tidak pernah membeli
2. ≦ Rp 135.000
3. Rp 135.001 - Rp 337.500
4. Rp 337.501- Rp 675.000
5. Rp 675.000 - Rp 1.350.000
6. Rp 1.350.001 - Rp 2.700.000
7. > Rp 2.700.000
Survey Questions
(5 poin skala likert, memilih 1 untuk sangat tidak setuju dan 5 untuk sangat setuju)
1. Bermain game HP sangat menyenangkan
2. Bermain game HP setiap hari sangat bermanfaat
3. Saya sangat bahagia saat bermain game HP
4. Barang yang dibeli didalam game HP layak untuk dibeli
5. Membeli barang di dalam game HP adalah hal yang baik
6. Saat saya membeli barang di dalam game HP, saya merasa bahagia
7. Keluarga (atau kerabat) saya berpikir bahwa saya sebaiknya membeli barang
di dalam game HP
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8. Keluarga (atau kerabat) saya mendukung saya untuk membeli barang di dalam
game HP
9. Keluarga (atau kerabat) saya merekomendasikan saya untuk membeli barang
di dalam game HP
10. Saya merasa bersalah kepada keluarga saya bila saya membeli barang di
dalam game HP
11. Penting bagi saya untuk membeli barang di dalam game HP yang disetujui
keluarga saya
12. Saya sering menanyakan pendapat keluarga saya sebelum membeli barang di
dalam game HP
13. Teman saya berpikir bahwa saya sebaiknya membeli barang di dalam game
HP
14. Teman saya mendukung saya untuk membeli barang di dalam game HP
15. Teman saya merekomendasikan saya untuk membeli barang di dalam game
HP
16. Saya merasa bersalah kepada teman saya bila saya membeli barang di dalam
game HP
17. Penting bagi saya untuk membeli barang di dalam game HP yang disetujui
teman saya
18. Saya sering menanyakan pendapat teman saya sebelum membeli barang di
dalam game HP
19. Komunitas gamer (bermain game) saya berpikir bahwa saya sebaiknya
membeli barang di dalam game HP
20. Komunitas gamer (bermain game) saya mendukung saya untuk membeli
barang di dalam game HP
21. Komunitas gamer (bermain game) saya merekomendasikan saya untuk
membeli barang di dalam game HP
22. Saya merasa bersalah kepada komunitas gamer (bermain game) saya bila saya
membeli barang di dalam game HP
23. Penting bagi saya untuk membeli barang di dalam game HP yang disetujui
komunitas gamer (bermain game) saya
24. Saya sering menanyakan pendapat komunitas gamer (bermain game) saya
sebelum membeli barang di dalam game HP
25. Barang di dalam game HP harganya terjangkau
26. Barang terbatas (spesial) di dalam game HP harganya masih terjangkau
27. Saya tidak merasa keberatan untuk membeli barang di dalam game HP walau
sedikit mahal
28. Saya punya cukup uang untuk membeli barang di dalam game HP
29. Barang di dalam game HP mudah untuk dibeli
30. Barang di dalam game HP leluasa untuk dibeli
31. Selalu ada barang yang menarik untuk dibeli di dalam game HP
32. Selalu ada promosi barang yang menarik dibeli di dalam game HP
33. Bulan ini saya berniat membeli barang di dalam game HP
34. Bulan ini saya berencana membeli barang di dalam game HP
35. Bulan ini saya akan membeli barang di dalam game HP
36. Saya bersedia berhemat untuk membeli barang di dalam game HP
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37. Saya tidak keberatan menunggu promo khusus untuk membeli barang di
dalam game HP
38. Saya bersedia mengalokasikan pengeluaran saya yang lain untuk membeli
barang di dalam game HP
39. Saya pernah membeli barang di dalam game HP
40. Saya rutin membeli barang di dalam game HP
41. Saya pernah membelikan barang di dalam game HP untuk teman saya
42. Saya pernah membelikan barang di dalam game HP untuk komunitas gamer
(bermain game) saya
43. Saya pernah membeli barang terbatas (spesial) di dalam game HP
67
APPENDIX 3: QUESTIONNAIRE CHINESE VERSION
手機遊戲內建購買
感謝您百忙之中填寫此問卷,此問卷是關於設計影響手機玩家購買應用內商品
的因素。 問卷分為兩部分:第一部分為背景資料,第二部分為調查問題
致上最誠摯的問候,
Susanti
背景資料
性別:
1. 女
2. 男
年紀:
1. ≦ 10 歲
2. 11 - 15 歲
3. 16 - 20 歲
4. 21 - 25 歲
5. 26 - 30 歲
6. > 30 歲
國籍:
1. 印度尼西亞
2. 台灣
3. 其他:
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教育背景:
1. 小學
2. 初中
3. 高中
4. 學士
5. 碩士
6. 博士
7. 其他:
身分:
1. 學生
2. 上班族
3. 創業者
4. 家庭主婦
5. 其他:
每週玩手機遊戲花費的時間:
1. < 1 小時
2. 1 - 5 小時
3. 6 - 10 小時
4. 11 - 15 小時
5. 16 - 20 小時
6. > 20 小時
每周玩手機遊戲的次數:
1. 大約每週一次
2. 每週 2-3 次
3. 每週幾次
4. 每天
每天玩遊戲的總時間:
1. < 1 小時
2. 1 - 2 小時
3. 3 - 4 小時
4. 5 - 8 小時
5. > 8 小時
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你有玩家社群網友嗎? (包括在手機遊戲中的小組或玩同一樣遊戲的朋友)
1. 沒有
2. 有
1. ≦ 15,000 台幣
2. 15,001 - 30,000 台幣
3. 30,001 - 45,000 台幣
4. 45,001 - 60,000 台幣
5. 60,001 - 75,000 台幣
6. 75,001 - 90,000 台幣
7. 90,001 - 105,000 台幣
8. > 105,000 台幣
請問您有沒有買過手機遊戲內建的商品?
1. 沒有 (選擇從未花過任何錢者請繼續回答下列問題)
2. 有
1. 從未花過任何錢
2. ≦ 300 台幣
3. 301 - 750 台幣
4. 751- 1500 台幣
5. 1501 - 3000 台幣
6. 3001 - 6000 台幣
7. > 6000 台幣
調查問題
1. 玩手機遊戲是非常愉快的
2. 每天玩手機遊戲是有益的
3. 當我玩手機遊戲時很高興
4. 手機遊戲中的商品值得買
5. 買手機遊戲商品是好事
6. 當我買手機遊戲商品時,我感覺高興
7. 我的家人(或親戚)認為我應該買手機遊戲商品
8. 我的家人(或親戚)支持我買手機遊戲商品
70
9. 我的家人(或親戚)推薦我買手機遊戲商品
10. 如果我買手機遊戲商品,我對家人感覺內疚
11. 買手機遊戲商品得到家人的贊許是非常重要
12. 在買手機遊戲商品之前,我經常詢問家人的意見
13. 我的朋友認為我應該買手機遊戲商品
14. 我的朋友支持我買手機遊戲商品
15. 我的朋友推薦我買手機遊戲商品
16. 如果我買手機遊戲商品,我對朋友感覺內疚
17. 買手機遊戲商品得到朋友的贊許是非常重要
18. 在買手機遊戲商品之前,我經常詢問朋友的意見
19. 我的玩家社群網友認為我應該買手機遊戲商品
20. 我的玩家社群網友支持我買手機遊戲商品
21. 我的玩家社網友群推薦我買手機遊戲商品
22. 如果我買手機遊戲商品,我對玩家社群網友感覺內疚
23. 買手機遊戲商品得到玩家社群網友的贊許是非常重要
24. 在買手機遊戲商品之前,我經常詢問家社群網友的意見
25. 手機遊戲商品價格實惠
26. 手機遊戲限量商品仍然實惠
27. 儘管價格有點貴,但我並不反對買手機遊戲商品
28. 我有足夠的錢買手機遊戲商品
29. 手機遊戲商品很容易買到
30. 手機遊戲商品買方便
31. 總是有些趣味性手機遊戲的內建可買
32. 總是有些趣味性促銷手機遊戲的內建可買
33. 我想在本月買手機遊戲商品
34. 我打算在本月買手機遊戲商品
35. 我將在本月買手機遊戲商品
36. 我願意存錢買手機遊戲商品
37. 我不介意等待价的時候再買手機遊戲商品
38. 我願意挪用其他費用來買手機遊戲商品
39. 我之前買過手機遊戲商品
40. 我定期買手機遊戲商品
41. 我以前買過手機遊戲商品買送給朋友
42. 我以前買過手機遊戲商品買送給家社群朋友
43. 我以前買過手機遊戲限量商品
感謝您的參與.
71
APPENDIX 4: PLS-SEM AND BOOTSTRAPPING RESULT
GENERATED BY SMARTPLS3
72
Figure 10. SmartPLS SEM Result for Indonesian Respondent
73
Figure 11. SmartPLS SEM Result for Taiwanese Respondent
74
Figure 12. SmartPLS SEM Result for Female Respondent
75
Figure 13. SmartPLS SEM Result for Male Respondent
76