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研究生: Susanti Louis
Susanti Louis
論文名稱: Factor Influencing In-App Item Purchase Decision of Asian Mobile Gamer: Comparison of Indonesian and Taiwan Market
Factor Influencing In-App Item Purchase Decision of Asian Mobile Gamer: Comparison of Indonesian and Taiwan Market
指導教授: 葉穎蓉
Ying-Jung Yeh
口試委員: Vincent T.K. KUO
Vincent T.K. KUO
Tzu-Chuan Chou
Tzu-Chuan Chou
Mei HC Ho
Mei HC Ho
學位類別: 碩士
Master
系所名稱: 管理學院 - 管理學院MBA
School of Management International (MBA)
論文出版年: 2018
畢業學年度: 106
語文別: 英文
論文頁數: 91
中文關鍵詞: Mobile gameFree-to-play gameIn-app itemTPBPLS
外文關鍵詞: Mobile game, Free-to-play game, In-app item, TPB, PLS
相關次數: 點閱:253下載:0
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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, it is important to analyze mobile gamer as customer-related factors that influenced 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 examined factors influencing mobile gamers to purchase In-App game items.

Therefore, this study aims to examine mobile gamer’s decision-making process 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 Indonesian and Taiwanese respondent, also female and male respondent.

This study finds that attitude and perceived behavioral control have a significant influence on purchase intention towards game In-App item. Social influence significantly influences attitude in all group, but only influences purchase intention in Asian, Taiwanese, and female group. Only Asian, Taiwanese, and Male actual purchase influenced directly by perceived behavioral control. Purchase intention is a strong determinant of actual purchase in all group.

These insights may provide a basis for further research and for game developer to develop effective strategies to increase purchase In-App game items.


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, it is important to analyze mobile gamer as customer-related factors that influenced 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 examined factors influencing mobile gamers to purchase In-App game items.

Therefore, this study aims to examine mobile gamer’s decision-making process 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 Indonesian and Taiwanese respondent, also female and male respondent.

This study finds that attitude and perceived behavioral control have a significant influence on purchase intention towards game In-App item. Social influence significantly influences attitude in all group, but only influences purchase intention in Asian, Taiwanese, and female group. Only Asian, Taiwanese, and Male actual purchase influenced directly by perceived behavioral control. Purchase intention is a strong determinant of actual purchase in all group.

These insights may provide a basis for further research and for game developer to develop effective strategies to increase purchase In-App game items.

TABLE OF CONTENT ABSTRACT ACKNOWLEDGMENT TABLE OF CONTENT LIST OF FIGURES LIST OF TABLES CHAPTER I: INTRODUCTION 1.1 Background 1.2 Research Purpose 1.3 Research Questions 1.4 Research Contents CHAPTER II: LITERATURE REVIEW 2.1 Mobile Games 2.1.1 Type of Mobile Game 2.1.2 In-App / Virtual Items 2.2 Mobile Gamer 2.2.1 Definition and Classification 2.2.2 Mobile Gamer Profile 2.2.3 Culture and Behavior of Online Game Player 2.3 The Theory of Planned Behavior 2.3.1 Attitude 2.3.2 Subjective Norm 2.3.3 Perceived Behavioral Control 2.3.4 Purchase Intention 2.3.5 Actual Purchase 2.4 Demographic 2.4.1 Habit 2.4.2 Income 2.4.3 Gender 2.5 Previous Research and Research Gap CHAPTER III: RESEARCH METHODOLOGY 3.1 Hypothesis Development 3.1.1 Influence of Attitude to In-App Item Purchase Intention 3.1.2 Influence of Social Influence to In-App Item Attitude and Purchase Intention 3.1.3 Influence of Perceived Behavioral Control to In-App Item Purchase Intention and Actual Purchase 3.1.4 Influence of Purchase Intention to In-App Item Actual Purchase 3.1.5 Moderating effect of Playing Habit between In-App Item Purchase Intention and Actual Purchase 3.1.6 Influence of Income to In-App Item Perceived Behavioral Control 3.1.7 Difference Influence of Attitude, Social Influence, and Perceived Behavioral Control Toward In-App Purchase Intention between Gender 3.2 Proposed Conceptual Framework 3.3 Survey Development 3.4 Data Collection and Sample 3.5 Data Analysis Method 3.5.1 Validity and Reliability Test 3.5.2 Partial Least Square- Structural Equation Modeling CHAPTER IV: DATA COLLECTION AND ANALYSIS 4.1 Survey Data Collection 4.2 Validity and Reliability Test Result 4.3 Hypothesis Testing Result 4.3.1 Influence of Attitude to In-App Item Purchase Intention 4.3.2 Influence of Social Influence to In-App Item Attitude and Purchase Intention 4.3.3 Influence of Perceived Behavioral Control to In-App Item Purchase Intention and Actual Purchase 4.3.4 Influence of Purchase Intention to In-App Item Actual Purchase 4.3.5 Moderating effect of Playing Habit between In-App Item Purchase Intention and Actual Purchase 4.3.6 Influence of Income to In-App Item Perceived Behavioral Control 4.3.7 Difference Influence of Attitude, Social Influence, and Perceived Behavioral Control Toward In-App Purchase Intention between Gender CHAPTER V: CONCLUSION AND RECOMMENDATION 5.1 Conclusion 5.2 Research Limitation 5.3 Recommendation 5.3.1 Future Study 5.3.2 Insight for Game Developer REFERENCES APPENDIX 1: QUESTIONNAIRE ENGLISH VERSION APPENDIX 2: QUESTIONNAIRE INDONESIAN VERSION APPENDIX 3: QUESTIONNAIRE CHINESE VERSION APPENDIX 4: PLS-SEM AND BOOTSTRAPPING RESULT GENERATED BY SMARTPLS3

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