Alvari Suwarno - 01013170012 - Thesis - MGT - Signed
Alvari Suwarno - 01013170012 - Thesis - MGT - Signed
Alvari Suwarno - 01013170012 - Thesis - MGT - Signed
PURCHASE INTENTION
By:
NAME : ALVARI
SUWARNO ID NUMBER :
01013170012
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UNIVERSITAS PELITA HARAPAN FACULTY OF ECONOMICS AND BUS
THESIS APPROVAL
By:
This thesis has been checked and recommended for final comprehensive oral
defense to get a Sarjana Manajemen at the Universitas Pelita Harapan, Tangerang,
Banten.
(Isana S.C. Meranga, S.P., M.M.) (Dra. Gracia Shinta S. Ugut, MBA, Ph.D.)
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UNIVERSITAS PELITA HARAPAN FACULTY OF ECONOMICS
On Monday, June 7th, 2021, a comprehensive exam was held to fulfil one of the
PURCHASE
v
ABSTRACT
Purchase Intention
and Gratifications.
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ACKNOWLEDGEMENTS
Praise to Almighty God for the entire blessing that has been given. Without His
wisdom, perseverance, and guidance, the author will not be able to complete this
thesis.
This thesis titled “The Effect of Customer Engagement and Uses and
Karawaci.
Without various people supporting and encouraging the author, this thesis
wouldn’t be complete. Which is why this section of the paper is dedicated to those
that has helped the author along the creation of this thesis, namely to:
2. Isana S.C. Meranga, S.P., M.M., as the Head of Management Study Pro-
3. Dr. Moses L.P. Hutabarat, S.kom., S.E., M.M. as thesis supervisor that has
Pelita Harapan
5. Liza Handoko, S.E., M.M., as the author’s Academic Advisor since 2017.
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6. All lectures and staff in UPH Business School who have taught and helped
writing process.
10. Each and every one of the respondents that took their time to participate in
Finally, the author realized that the paper is far from perfect, and many
improve- ments still can be made, which is why any suggestion, criticism, and
opinion are absolutely welcome in order to improve this paper and any paper that
the authors may make in the future. Hopefully with the creation of this thesis
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TABLE OF CONTENTS
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3.2 Population and Sample.................................................................................32
3.2.1 Sample Size...........................................................................................33
3.3 Data Collection Method...............................................................................33
3.3.1 Measurement Scale................................................................................33
3.4 Conceptual Definition and Operational Definition......................................35
3.5 Data Analysis Method..................................................................................38
3.5.1 Descriptive Statistic...............................................................................38
3.5.2 Inferential Statistic.................................................................................39
3.6 Pre-test Study...............................................................................................40
3.7 Validity Test.................................................................................................40
3.8 Reliability Test.............................................................................................41
3.9 Partial Least Square-Structural Equation Modelling (PLS-SEM)...............42
3.10 Multicollinearity Test.................................................................................42
3.11 Outer Model Evaluation.............................................................................43
3.12 Inner Model Evaluation..............................................................................43
3.13 Pre-Test Result...........................................................................................44
3.14 Results of Preliminary Study Validity Test................................................45
3.15 Results of Preliminary Study Reliability Test............................................48
Chapter 4: Findings and Analysis.......................................................................50
4.1 Respondent Profile.......................................................................................50
4.1.1 Respondent Profile based on Gender.....................................................50
4.1.2 Respondent Profile based on Age.............................................................51
4.1.3 Respondent Profile based on Residence................................................52
4.1.4 Respondent Profile based on Employment............................................52
4.1.5 Respondent Profile based on Income Per Month..................................53
4.1.6 Respondent Profile based on Playtime Per Day....................................54
4.1.7 Respondent based on Previous Purchase...............................................54
4.2 Actual Test...................................................................................................55
4.3 Descriptive Statistics....................................................................................55
4.3.1 Entertainment.........................................................................................56
4.3.2 Flexibility...............................................................................................56
4.3.3 Self-Presentation....................................................................................57
4.3.4 Vigor......................................................................................................58
4.3.5 Dedication..............................................................................................59
4.3.6 Absorption.............................................................................................60
4.3.7 Purchase Intention.................................................................................61
4.4 Outer Model Evaluation...............................................................................62
4.4.1 Convergent Validity...............................................................................62
4.4.2 Discriminant Validity............................................................................64
4.4.3 Reliability Test.......................................................................................66
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4.5.1 Hypothesis Testing................................................................................69
4.6 Discussion....................................................................................................71
Chapter 5: Conclusion.........................................................................................76
5.1 Conclusion....................................................................................................76
5.2 Managerial Implication................................................................................77
5.3 Research Limitations....................................................................................81
5.4 Research Suggestion and Recommendation.................................................82
References.............................................................................................................83
Appendix...............................................................................................................95
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LIST OF FIGURES
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LIST OF TABLES
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LIST OF APPENDICES
Appendix A: Questionnaire...................................................................................95
Appendix B: SmartPLS 3.0 Test Result...............................................................102
Appendix C: Research Model..............................................................................107
Appendix D: Replicated Journals........................................................................108
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Chapter 1: Introduction
This chapter would briefly explain the research background to help familiarize
the readers regarding the context of the research by giving brief information
regard- ing the focus of this research, which are microtransactions, and Riot
Games, and subsequently their most popular games, League of Legends to serve
as the subject of study. This chapter would also talk about the problem statements
trialised world due to the increase in requirement for industry standards, the rapid
fall in cost of devices, and the increase of economical and purchasing power of the
that can be played through various devices, such as a personal computer, a laptop,
a game console, and even a mobile phone. Compared to now, the early generation
of
1
video games are very simple. One example of this is a video game which consists
of only two blocks trying to bounce a small ball to the opposing side, imitating
table tennis. This game would be called “Pong” and was founded in 1973 on a
and innovative as the developer intends. This could be done due to today’s
hardware capability that was not available in the past (Bossom & Dunning, 2017).
This pro- gression in video games opened new ways in terms of video game
design and video game monetization. While in the past, the possibility of how a
video game company can monetize their products are extremely limited, being
only the “pay to play” model where a player must either put money in an arcade
machine or buy both the game system and the game itself to enjoy the game.
video game company can con- stantly monetize the game beyond its initial release
by periodically releasing con- tent and supporting the game through various
updates (Cook, 2018). This new type of video game system also gave rise to a
able to purchase perks or add-on that the customer can purchase from inside the
app itself. This type of business model is common but is not strictly limited to free
to play apps. The reason why this type of video game business is common is
because
2
this type of business allows a company to earn revenue and constantly update their
services while providing their base services for free (Iglesia & Gayo, 2008)
The microtransaction business model in video games was first used by a game
called “Habbo Hotel” in 2001, where players can purchase various cosmetics such
as clothing to customize their characters (Berlo & Liblik, 2016). From then on,
many games adopt this business model due to the success it brings, such as
Legends, which was released in 2009, which coincidentally are the main subject
of this study.
re- quired to pay, yet they are still able to enjoy the services provided by the
company, which means the transaction parts are completely optional. For this
reason, it is interesting to find out how video game companies can attract their
optional, and still earn lots of revenue. And in some cases, such as Riot Games,
While microtransaction business model has been adopted with varying degree
pay to play business model, which means there are still a lot of opportunities to
explore this business model by learning deeper about this business model and
3
Figure 1. 1 Games Company Microtransaction Earnings in 2019
Source: Tweaktown (2019)
While previous research has been conducted by Taozhen Huang, Zheshi Bao,
and Yan li regarding the topic of microtransactions in video games titled “Why do
en- gagement and of uses and gratifications theory” in 2017, the scope of the
research is still limited due to the research coverage of only the purchase intention
on Chi- nese mobile social network games or M-SNG for short players in WeChat
games, which means the research can still be expanded upon by replicating the
SNG, their re- search findings might be different if applied to other subjects, such
which
4
means this research can also help to better integrate the exploration of purchase
This paper aims to replicate the previous study by finding out the effect of cus-
tomer engagement and the uses and gratification theory on the player’s purchase
intention to effectively promote the player’s payment towards the game itself.
This is done by applying the research model of previous studies into other
engagement theory and uses and gratification theory to better promote player’s
purchase.
wards a firm or company that goes beyond simple purchase (Doorn et al., 2010),
meaning this theory studies the customer relationships that goes beyond simple
theory that focuses on the concept that a media most important role is to fulfil the
needs of its audience (Mehrad & Tajer, 2016.), meaning that this theory will
explore the reason why someone would need and seek out a specific media, or in
other words why do players choose to play a particular game. Due to the nature of
microtrans- actions where users are not required to participate in it, this paper is
going to utilize these two theories to explore the purchase intention by finding out
if the customer engagement and player’s uses and gratification has a positive
5
effect on player’s
6
purchase intention and utilizing it to promote player’s initial purchase or
This paper is going to use Riot Games as the subject of study. The reason on
why Riot Games, and subsequently their most popular game League of Legends
are cho- sen as the main subject of this study is because from the game’s
inception, the game was planned to be a free to play with additional perks that a
player can buy to en- hance the game experience, or in other words, a
Riot Games was founded in 2006 by Marc Merril and Brandon Beck. When
this company was founded, they believed that the weakness of the gaming
industry at that time was that game developers were jumping from game to game
too quickly, which is why Riot Games founder believed that an already existing
game called “Defense of The Ancients”, or DOTA which was a popular game at
that time can be developed even further, and even monetized. which is why in
2009, Riot Games released their first game, called “League of Legends” (Kollar,
2018).
What made the game different at that time other than the development principle
behind it, is the business model. They believed that the game should be monetized
differently. While at the time the popular business scheme in the west was the
clas- sic “pay to play”, where consumers would pay a certain amount of money to
play the game. League of Legends, or Onslaught, as it was called at the time of
7
develop-
8
ment, was going to be monetized differently. They are going to take the
microtrans- action model which is getting more popular in Asia. This business
model means that the company would provide the game for free and put in an
optional transaction in the game that the player can purchase to get extra benefits
(Crecente, 2019).
five players on each team battle each other using various characters or
“champions'' as the game calls them each with unique abilities to destroy the
opposing team base (Wolf, 2020). The microtransaction aspect of this game
mostly consists of various champions the players can buy or cosmetics to change
the looks of the player char- acters (Kordyaka & Hribersek, 2019). Other
microtransaction options also include, but are not limited to name change, account
tion and how to effectively promote it are still uncommon, which is why this re-
microtrans- action by exploring the effect of their engagement level and their uses
of Legends player.
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1.2 Problem Statements and Research Question
be able to compete with the traditional business model due to the nature of micro-
microtransac- tion business model adopters needed to find out how to attract
tion?
tion?
dedica- tion?
vigor?
ded- ication?
ab- sorption?
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RQ9: Does player flexibility have a positive influence on a player's vigor?
cation?
sorption?
player’s vigor?
player's dedication?
absorption?
inten- tion.
tention.
tention.
ded- ication.
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5. To determine if player dedication has a positive influence on a player's
vigor.
vigor.
dedication.
absorption.
ded- ication.
sorption.
er's vigor.
er's dedication.
player’s absorption.
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1. For those that are considering or are already participating in microtransac-
tion business models, this research paper helps them by giving them an un-
could affect their purchase intention, which would allow them to make
2. For companies that want to adopt the relatively new microtransaction busi-
ness model, this study is useful in that companies can learn how their cus-
means is that companies can learn from this study result to positively alter
1. For the theoretical contributions, this research can prove to be useful in un-
derstanding how customer engagement level and their reason for playing
2. For the practical contributions, the result of this research study can be used
in two ways:
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1. From the customer perspective, the result of this research can be used
under- standing how their engagement level is able to affect their purchase
inten- tion.
the result of this research to set a strategy to alter the customer purchase
intention favourably
To define the outline of the research paper, an outline will be presented and ex-
plained below:
Chapter 1: Introduction
This section would talk about the research background to help the reader get
acquainted with the research topic, the research problem, the research topic, the
research objectives, and the scope and the limitation of the research.
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This section of the paper would talk about the theoretical framework of the re-
search paper, and this section would explore in depth the independent and depend-
ent variables and previous studies that serves as the basis for this research paper.
This paper would also talk about the connection between each variable, which
This section of the paper would talk about the research process and will
describe the design of the research, the analytical method of the research, sources
for the data and their types, population and sample, descriptive analysis, validity
and reli- ability testing, operational definition, and last but not least pre-test and
This section of the paper would talk about the findings of the research and ana-
lyze them based on the methods that are explained in previous chapter, and the
top- ics that would be discussed in this chapter would consist of: the profile of the
re- spondent, descriptive statistics, validity test, reliability test, hypothesis testing,
15
This section of the paper would talk about the conclusion of the research, the
16
Chapter 2: Literature Review
This chapter would discuss the relevant theories that go into the research,
which consists of purchase intention, customer engagement theory, and the uses
and grat- ification theory. This chapter would go in depth on each of the theories
and all their components while also giving context on how these theories and their
Purchase intention is the preference in buying products or services for the con-
sumer, meaning it’s the decision making process that goes through the customer
before they make their purchase (Younus, Rasheed, & Zia, 2015). This decision
making process is affected by many external factors (Haris, 2012). This external
factor can come not just from the object of purchase itself, but from the
Sukati, 2012). which in the context of this research is if they are positively
engagement being their behaviour and feelings towards the game and uses and
gratifications being their reason for playing the game in the first place (Huang,
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2.2 Customer Engagement
purchase (Doorn et al., 2010). This means that customer engagement encompasses
any behaviour and feelings of a customer towards your brand. This behaviour and
feelings can be positive, such as recommending the brand to other people, leaving
good reviews, and making repeat purchases. But this can also be negative, such as
encouraging other people NOT to buy from a certain brand, leaving negative re-
down into three different parts on how they’re going to affect the player’s
purchase inten- tion. These parts consist of Vigor, Dedication, and Absorption. To
the game (Chuang, 2020). Next is dedication, which is described as the feeling of
commitment that a player has towards the game (Cheung, Shen, Lee, & Chan,
2015). The final one is absorption, which is described as the feeling of how
absorbed the players are to- wards the game which can be described as a “flow”
state (Harris, Vine, & Wilson, 2017). These three different parts of customer
engagement are going to be explained further on how they relate to the customer
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2.2.1 Vigor in Customer Engagement
Vigor can be described as the feeling of energeticness (Chuang, 2020) , which
in the context of this research is their level of energy when playing the game. This
feeling of energeticness when playing the game can determine the effort an
individ- ual will put into their game and the time that they invest to play the game
(Cheung et al., 2015). This means the more a player feels excited when playing
the game, the more they will invest their time and be engaged towards the game
itself. This energeticness may encourage repeat usage due to the feeling of
commitment of a player towards the game, meaning how dedicated are the players
towards the game. This dedication can also be described as their level of
enthusiasm, pride and commitment towards the game (Cheung et al., 2015), and
this feeling of loyalty and dedication can also be attributed to the player’s feeling
of satisfaction towards the game (Khadka & Maharjan, 2017), be it from the
entertainment value that the game provides, the flexibility that are given to
players, or the game’s ability to allow its player to represent themselves in various
ways, such as through in game rank or cosmetics (Huang et al., 2017). This
feeling of dedication can also be stated as how much do the players care about the
game itself and their progress in those games, and their satisfaction towards the
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2.2.3 Absorption in Customer Engagement
Absorption in customer engagement can be described as how absorbed are the
players towards the game. This absorption can also be described as how much a
player is engrossed towards the game and how “involved” are the players towards
the game (Cheung et al., 2015). What is meant by involved is that on low involve-
ment level in games, players are just playing to pass the time, for example while
they are waiting for transport, while if the player has a high involvement towards
the game, they will immerse themselves in the games, sometimes to the point of
their attention are narrowed to focus just on the game itself, which to give an
exam- ple is a game player that sets a time on their schedule to focus specifically
on play- ing the game (Huang et al., 2017). Absorptions are also described as a
“flow state”, where one’s attention is completely focused to the task they’re
performing, and all other irrelevant thoughts are blocked out. (Harris et al., 2017)
that states that the most important role for a media is to fulfill the needs of its
audience (Mehrad & Tajer, 2016), meaning uses and gratification theory is a
theory that stud- ies why people seek a certain media, or in the context of this
research is why do people choose to play a particular game (Li et al., 2015).
In the context of this research, uses and gratification are going to be broken
down in three parts based on the reason why JABODETABEK League of Legends
players
20
play League of legends. The first one is from the entertainment side, meaning how
much a player enjoys the game and how much fun they’re having when playing
the game. The second one is flexibility, meaning how convenient the players
found the game to be played and how lost in time the players are when playing the
game. The third one is self presentation, meaning how presented are the players
when playing the game, such as the players portrayal of skill or their portrayal of
ingame status, be it in the form of cosmetics or ranks that other players can see
ment and fun when players are playing the game (Huang et al., 2017), and Enter-
tainment are the activities that are performed for the sole purpose of attaining en-
joyment and pleasure instead of the traditional extrinsic rewards, meaning the
hap- piness that is experienced by an individual while performing the activity is its
own reward (Bates & Ferri, 2010). In the context of this research, the
when they are playing the game. For example, a player may play the game
because they find the game enjoyable, or because they find that playing the game
gives them thrills and makes them excited to be playing more of the game.
accessibility and the ease of access of the game for players to play (Huang et
the ease of accessing the game. A game may be easily accessible due to the device
conventional device (Wei & Lu, 2014). or the flexible time investment needed
from the players to play the game, such as a game that can be stopped at any time
without stopping in game progress, or the opposite end, where the game needed
the player to dedicate a certain amount of time to play the game in order to
progress. Flexibility reasoning to play the game can take the form of a player
playing the game because it is con- venient to play the game and don't require
high commitment, be it from time or focus standpoint or because they can begin
and stop playing the game at any time (can stop playing without losing in-game
show players self-image in the game, be it from showing a player skill, or through
cosmetic items (Lee et al., 2012). This showing of players' self-image are usually
facilitated in game through cosmetics that a player may buy or an in game rank
that a player may achieve to promote their self-image to their friends or other
players. This self presenting reasoning to play the game can take the form of high
in-game rank that a player needs to achieve by dedicating their time to be skillful
enough to achieve this high rank through repeat play or an in-game purchase,
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2.4 Previous Research
The basis of studies originated from a previous study conducted by Taozhen
Huang, Zheshi Bao, and Yan Li which was published by Data Technologies and
Theory” which sought to analyze the purchase intention behind mobile social net-
and uses and gratification theory. The data for this research was collected from
Chi- nese WeChat Games players through questionnaire and 354 valid samples
Based on the data acquired, the researchers found that in their exploration of
consists of absorption, dedication, and vigor can affect each other with absorption
affecting dedication, and dedication would influence vigor, which results in player
intentions being indirectly affected by these interactions. This means that while
some research states that these dimensions are independent of each other (Cheung
et al., 2015), the results of these research proved that these customer engagement
dimensions are not always in fixed form, and they should not be treated as inde-
pendent dimensions, but as flexible dimensions that can interact and influence
each other.
Based on the research exploration of the uses and gratifications with their
representation, they
23
found that self-representation has a stronger indirect effect on player purchase in-
tention than entertainment. One possible explanation for this according to the re-
searchers is that when players are enjoying M-SNG, they will have more chances
to interact and compete with their friends, which can be considered as social inter-
in a good image, and being perceived as skilled and capable, they have the
motiva- tion to pay in M-SNG to better present themselves. The researchers also
found that flexibility of M-SNG doesn’t have a significant effect on player’s vigor
and dedi- cation, and also cannot positively affect player’s purchase intention
For the practical implications, the researchers found that hedonic gratifications,
are important in building a player's engagement, which reveals two things. Firstly,
the reason for most players to play M-SNG is to fulfill self-filling values, such as
hap- piness, which means improving mobile social networking games to be more
inter- esting and enjoyable are still an important task. Secondly, it reveals that the
player has a desire to interact with their M-SNG friends, which means the
developer of the game should try to promote and enhance the social aspect of their
game through various interactive means that promote social interaction, such as an
“asynchronous cooperative game mode” where players can cooperate in the game
24
2.5 Relationships between Variables and Research Hypothesis
playing a game and their willingness to invest their time and effort to play the
game (Cheung et al., 2015). Through this definition, vigor reflects the energetic
feeling, or excite- ment when playing the game, which means the more
“energetic” the player is when playing the game, the more likely they are to invest
their time and effort to play the game (Huang et al., 2017). This means that the
more a player enjoys the game, the more likely they are to purchase additional
services for the game to enhance their experiences (Hsiao & Chen, 2016).
the context of this research player’s satisfaction towards the services offered by
the game would lead to their loyalty towards the game, which means loyalty can
influ- ence purchase intention, as e-marketplaces (Hsiao & Chen, 2016.) Based on
this, players who are loyal to the game due to their satisfaction towards the
services of- fered by the game are likely to have a stronger intention to make a
purchase in the in-game stores to acquire and improve their experiences (Huang et
25
2.5.3 Absorption towards Purchase Intention
In the context of this research, absorption means how involved are the players
towards the game, with low involvement being the games are just played to pass
the time, while high involvement means that the players will immerse themselves
by dedicating their entire focus and time to the game. This state of focus is
called “flow state” (Harris et al., 2017), where someone’s attention and focus are
narrowed to their performed task. Flow state is positively linked with online con-
and can be treated as another form of online shopping, which means the player's
flow state may positively affect their in-game purchase intention (Huang et al.,
towards the game and appears as loyalty, absorption can also be stated as flow ex-
perience, and flow experience will increase consumers' positive perception, which
would lead into customer satisfaction , (O’Cass & Carlson, 2010). This means that
it can be predicted that absorption would lead into dedication. In addition to this,
as mentioned before where vigor can be described as the level of excitement when
playing the game, it reflects their level of energy of the player when playing the
26
game which would allow them to invest more of their time and effort towards the
game with high focus and passion (Huang et al., 2017). A significant and positive
relationship has been found between satisfaction and repeat usage intention, it can
be speculated that a player who is dedicated towards the game would be willing to
invest their time and energy into the game which would result in them becoming a
vigorous player (Liu et al., 2017). Based on these, it can be predicted that the three
obtaining pleasure and enjoyment (Bates & Ferri, 2010). Players are more
predicted that if a game can provide its players with a game that is fun and
enjoyable, they are more willing to invest their time and efforts into their game.
As mentioned before, dedication for games comes from the feeling of satisfaction
towards the game and manifests itself in the form of loyalty, which means, when
games can provide its players with games that can satisfy them through
enjoyment, they are more likely to be loyal and dedi- cated to the game (Huang et
al., 2017). Finally, since online games as a form of entertainment can induce the
27
to absorption, it means that entertainment would inevitably affect absorption
absorption
Leg- ends is a multiplayer computer online game, it doesn’t have high flexibility
as play- ers are required to dedicate a portion of their time and focus their entire
attention to the game with no interruption to win and compared to those games
that are on port- able devices such as mobile games (Wei & Lu, 2014), which
means League of Leg- ends are not as portable as those mobile game. League of
Legends may benefit from higher flexibility that is enjoyed by the more games
Unlike standard computer games like League of Legends, mobile game players
are able to enjoy their game anywhere and anytime without the constraint of
plugged-in device, which means this accessibility may greatly promote players to
increase their play frequency and their playtime, which in turn may invest their
time
28
and energy towards the game to become vigorous. Website stickiness is an im-
or in this case video games ability to extend its player playtime are the key to its
suc- cess (Liu et al., 2017). In the context of this dimension, the ability of a game
to extend its players playtime through ease of access may cause its player to play
longer due its convenience, which would enhance their experience, becoming
loyal to the game due to the player’s satisfaction towards the game ease of access
effect on the shopper’s flow, which means convenience of a game may have a
positive effect on the player’s flow, or absorption (Fan, Lee, & Kim, 2013).
absorption
show one’s self image in the game. This showing of self image can take the form
of a rank or cosmetic item that he can show to shape his own image (Lee et al.,
themselves in the form of various items and in-game points or rank, players may
29
particular self image
30
which would lead them into playing long enough to become vigorous. Players
with strong ingame self-representation would be more loyal to the game due to
their achievement, which may lead into their satisfaction and dedication towards
the game. Finally, it is found that the level of involvement of a player is affected
Rus- sel, & Delfabbro. 2016). Based on this, it can be theorized that the need to
achieve something in-game to shape their self-image in the game such as a high
player rank can positively affect their absorptions (Huang et al., 2017). Therefore,
absorption
variable, these research models were formed by Taozhen Huang, Zheshi Bao, and
Yan Li in 2017
31
Figure 2. 1 Research model
Source: Taozhen Huang, Zheshi Bao, Yan Li (2017)
32
Chapter 3: Research Methodology
This section of the paper would talk about the research methodology and will
describe the design of the research, the analytical method of the research, sources
for the data and their types, population and sample, descriptive analysis, validity
and reliability testing, operational definition, and last but not least pre-test and hy-
previous study conducted by Taozhen Huang, Zheshi Bao, and Yan Li which was
qualitative data on cross- sectional time horizon using a likert scale-based survey.
This gathered data would then be analyzed and implemented to answer the
descrip- tive research design. Quantitative research is research that quantifies and
gathering numerical data and analyzing it using statistical methods (Apuke, 2017).
33
characteristics without any intervention or manipulation of the variables (Hossein,
2015).
which in this study is the three dimensions of the uses and gratifications, which
variables for the research is vigor, dedication, absorption, and purchase intention.
For this research, the research subject is the people that live in the
JABODETABEK area, while the research object is the League of Legends player.
collected from individuals, and each data is treated as an individual source. Dyads,
where the data is collected from the interaction between two individuals such as
lected, which then the data would be combined into groups. Organizations, where
the collected data is on an organizational level. And culture, where the data col-
tries with different cultural values (Sekaran & Bougie, 2016). Based on the expla-
nation above, this research is going to use the individual unit of analysis, where
34
3.2 Population and Sample
Population refers to the entirety of demographic, events, or objects that are
stud- ied by researchers (Amirullah, 2015). In the context of this research, are
population that are chosen by the researchers to study, which means the sample of
this research are Indonesian League of Legends players who live in the
JABODETABEK area. There are two types of sampling, which are non-
that the sample chosen by research- ers has a certain element that made them
chosen to be the sample, whereas the prob- ability sampling is truly random with
sampling, while probability sampling has sim- ple random sampling, systematic
or also known as the purposive sampling as the chosen technique, which means
the sample is chosen with certain considerations from the researchers that suits the
pur- pose of the research (Amirullah, 2015). Based on these explanations, the
research- ers of has determined that the criteria for the sample that are chosen for
35
1. Lives in the JABODETABEK area
which means this paper would use the predictor x 10 for the sample size to deter-
questionnaires, which in this case the sample group that met the criteria, being an
(Sekaran & Bougie, 2016). This survey is going to be distributed in the form of
google forms that contains all the relevant questions regarding the research to
four different scales, which consists of nominal, ordinal, interval, and ratio. Nomi-
nal is the lowest one, which is used to identify objects. Ordinal aims to classify
objects based on a grading scale that are based on certain desired characteristics.
36
Interval aims to classify objects based on a grading scale just like ordinal scale,
but with the added fixed interval. Ratio involves all characteristics of previous
This research would use the ordinal scale of measurement using likert scale,
where questionnaires are distributed that would allow its participants to respond to
various statements and situations using their level of agreement to the aforemen-
tioned statements from the highest to the lowest scale (Joshi, Kale, Chandel, &
Pal, 2015). For this research paper, the likert scale measurements are going to be
“Strongly agree” (5). Using this five-point scale, respondents are able choose how
37
3.4 Conceptual Definition and Operational Definition
Conceptual definition is the definition that outlines the basic principles of a
term, which in the context of this research conceptual definitions states the outline
quantify an something of interest, which in the case of this research specifies the
nature of the variables (Church, 2005). The conceptual definitions and the
operational defini- tions of this research are presented in table 3.1 below:
38
Self-presen- Self-presentation can be 1. I play League of (Huang et
tation Legends to be per-
described as the ability to ceived as friendly al., 2017).
by others in-game.
show players self-image in
2. I play League of
the game, be it from show- Legends to be per-
ceived as skilled by
ing a player skill, or others in-game.
also be de-
39
scribed as their level of en-
40
3.5 Data Analysis Method
This research is going to be analysed using the program “SmartPLS 3.0” pro-
gram. SmartPLS 3.0 is a statistical processing software that is used to test the rela-
requires a relatively small sample size, which is useful when the number of
samples are limited compared to the complexity of the model (Harahap, 2020).
The next ad- vantage for SmartPLS is that it doesn’t require normal distribution
Finally. SmartPLS can test formative and reflective SEM models with different
41
3. Measures of position divide the data into three main ways, which consists
This research is going to use the central tendency measurement, which means it
(⅘=8). Afterwards, number one which has the lowest value is added to the scale
to identify the maximum of the scale to (Mohammed, 2019). From the data above,
from a sample (Byrne, 2007), which means it applies the results that are gathered
from a sample to the population. This method allows researchers to detect the
42
this research, SmartPLS are going to be used to measure the inferential statistics
using the structural model (inner model) and the measurement model (outer
question produces the desired understanding, meaning the question can be under-
stood by the respondent. For this reason, a pre-test is conducted which consists of
52 samples that meet the criteria, being League of Legends players that live in
JABODETABEK.
object it’s supposed to measure (Ghazali, 2016). There are three types of validity,
the first one is content validity, which means it ensures the measurement
instrument actually measures the concept it sets out to measure through its various
supposed to predict. The final one is construct validity, which means how well the
measure- ments results that are obtained fit the theories of the test (Sekaran &
Bougie, 2016).
43
For this research, SmartPLS 3.0 software was used, which means two
and discri- minant validity. Convergent validity is when scores from two different
instruments that measure the same concept are highly correlated, while
its application as well. In the case of SmartPLS 3.0, a data is considered valid if
the outer loading numbers scores 0.70 at the minimum, the average variance
validity, where in a well fitted model the value of heterotrait correlations should
be smaller than monotrait correlations, meaning the value of HTMT ratio should
ensures consistent measurements across time and the items contained in the meas-
are measured using “Cronbach Alpha”, but it tends to undervalue the measure-
ments, which is why in the case of SmartPLS 3.0 composite reliability is used to
measure the internal consistency reliability, where the of value of both the
44
cronbach’s alpha and the composite reliability should be 0.7 or higher, while if it
the researchers to examine the relationship among variables with two submodel,
which consists of inner model, where it specifies the relationships between the in-
dependent and dependent latent variables, and outer model, which specifies the re-
lationship between the latent variables and their observed model, while partial
least squares (PLS) is an approach to SEM that focuses on the analysis of variance
that makes no assumptions about data distribution, and are usually used in applied
re- search project with limited participants and skewed data (Wong, 2013).
inner model for collinearity problems to see if any variables should be eliminated,
merged into one, or higher latent variables by using the latent variable scores as an
input for the multiple regression in IBM SPSS statistics to get the variance
45
3.11 Outer Model Evaluation
Outer model details the relationship between the variables and their indicators,
and it’s also known as measurement models (Wong, 2013). Outer models are
average variance extracted (AVE) (Hair, Sarstedt, Ringle, & Mena, 2011), where
the value of convergent validity is evaluated from the value of AVE that are
greater than the threshold of 0.5 (Wong, 2013), with the addition of SmartPLS 3.0
where discrimi- nant validity is also used to evaluate the outer model.
known as a structural model (Wong, 2013). This inner model can show
Hypothesis testing is the act of falsifying null hypothesis, which would be re-
placed with an alternate hypothesis (Sekaran & Bougie, 2016). Null hypothesis
alternate hypothesis (Ha). to perform a hypothesis testing, the null hypothesis and
the alter- nate hypothesis must be stated, after which the appropriate statistical
tests are cho- sen depending on the data collected being parametric or
46
computer analysis indicates the significance level is met, where if the resultant
value is larger than critical value, null hypothesis is rejected, and the alternate hy-
pothesis is accepted. The other measurements that are used is the t value, where
the value of it needs to be above 1.65 to be accepted (Sekaran & Bougie, 2016).
In SmartPLS 3.0, the inner models are also evaluated with the R-squared for
each variable, with the value of this R-squared being 0.75, 0.50, and 0.25, with
The chart shown below in figure 3.2 is the unmodified research model before any
adjustment by removal of several indicators due to the invalidity that was reported
47
Figure 3. 2 research model before adjustment
Source: SmartPLS 3.0
loadings, which would be used to review each variable for its validity. The result
48
ENT 3 0.816 Valid
49
Source: SmartPLS 3.0
Source: SmartPLS 3.
Table 3. 5 Discriminant Validity Table
50
3.15 Results of Preliminary Study Reliability Test
For the preliminary study test, the table below would show both the results
from the cronbach alpha and composite reliability. The reason for this is that as
stated before, cronbach alpha tends to undervalue the measurement, which is why
Composite Reliability
ABS 0.775
DED 0.746
ENT 0.869
FLEX 0.820
PRE 0.643
INT 0.810
VIG 0.835
indicators due to the SmartPLS 3.0 result invalidity. Due to this, this adjusted re-
51
Figure 3. 3 Adjusted Research Model
Source: SmartPLS 3.0
52
Chapter 4: Findings and Analysis
This chapter is going to talk about the findings of the research and analyze
them based on the methods that are explained in previous chapter, and the topics
that would be discussed in this chapter would consist of: the profile of the
their age, their place of residence, their employment, their monthly income, their
League of Legends playtime in a day, and whether they have purchased something
in League of Legends with real money. These characteristics are going to be de-
Respondents that are classified and grouped based on their gender are shown
below with the male respondents making up 83.6% (188 people) of the total re-
spondents, while the female respondents making up 16.4% (37 people) of the total
respondents.
53
Table 4. 1 Respondent Profile based on Gender.
Respondent that are classified and grouped based on their gender are shown be-
low with the age group of below 20 making up 24.9% (56) of the total
respondents, 20-23 age group making up 51.1% (115) of the total respondents, 24-
27 making up 20.4% (46) of the total respondents, and finally 28-31 age group
making up 3.6%
54
4.1.3 Respondent Profile based on Residence
Respondent that are classified and grouped based on their residence are shown
below with Jakarta making up 37.3% (84) of the respondents, Bogor making up
16% (36) of the total respondents, Depok making up 6.2% (14) of the total
respond- ents, Tangerang making up 28.9% (65) of the total respondents, and
Respondents that are classified and grouped based on their employment are
shown below, with students making up 71.6% (161) of the total respondents, Em-
ployees making up 27.6% (62) of the total respondents, and finally entrepreneurs
55
Employment Number of Respondents Percentage
Respondents that are classified and grouped based on their Income per Month
are shown below, with below Rp5,000,000. per month making up 41.8% (94) of
up 10.2%
(23) of the total respondent, and finally Rp15,000,000. -Rp20,000,000. Per month
56
Source: Researcher’s Data
Respondents that are classified and grouped based on their League of Legends
playtime per day are shown below, with 1-2 hours per day making up 22.7% (51)
of the total respondents, 3-4 hours per day making up 57.8% (130) of the total re-
spondents, 5-6 hours per day making up 14.7% (33) of the total respondent, and
finally above 6 hours per day making up 4.9% (11) of the total respondent.
Respondents that are classified and grouped based on if they have purchased
something in League of Legends using real money are shown below, with those
that have previously purchased something with real money making up 75.1%
(169) of
57
the total respondent, and those who have not purchased making up 24.9% (56) of
Based on the result of the pre-test which confirms the validity of the test, 225
respondents that fulfill the screening criteria were gathered for the actual test ,
istics of a data, which in the context of this research descriptive statistics would
statistically describe the result of the quantitative test that has been previously
con- ducted (Marshall & Jonker, 2010). When using descriptive statistics, there
(Yellapu, 2018).
58
For this research, measures of central tendency are going to be used which would
describe the variable of the research through the mean of their indicators.
4.3.1 Entertainment
Based on mean values that are shown by table 4.8 where each indicator is cate-
players strongly agree that one of the reasons that they play the game is for the
entertainment value.
4.3.2 Flexibility
59
playing League of
Legends anytime
FLEX 2 Can control League 2.33 Disagree
of Legends Play-
time
Mean Value Result 2.30 Disagree
Based on the mean value that are presented in table 4.9 regarding the mean val-
ues of flexibility, it shows that each indicator mean value are categorized as disa-
gree, which means that League of Legends player disagree that the flexibility or
ease of access is the reason why JABODETABEK League of Legends player play
the game. FLEX 1 low score means that players are not able to easily play and
stop at any time since the game require players to dedicate a certain amount of
time to play the game, while the low FLEX 2 enforces this as players are not able
4.3.3 Self-Presentation
60
PRE 2 Playing League of 4.53 Strongly Agree
Legends to achieve
high rank, which
gives higher status
than other players
in-game
Mean Value Result 4.59 Strongly Agree
Based on the mean value presented in table 4.10 where each indicator of self
presentation showed the result of strongly agreed, it means that self presentation is
players play the game. Self presentation in this context means that the reason why
players play the game is because they can show themselves off in the game
showing their high game rank. The high score of PRE 1 shows that one of the
perceived as skilled, which ties into the PRE 2, where the reason they play the
game is to get higher status compared to other player by achieving high ingame
4.3.4 Vigor
61
VIG 2 Feeling energetic 4.71 Strongly Agree
when playing
League of Legends.
Mean Value Result 4.61 Strongly Agree
Based on mean value provided by table 4.11 where each indicator of vigor
showed the result of strongly agreed, which means that vigor is strongly agreed as
engagement. Vigor in here can be described as the feeling of energy when playing
the game. High score in VIG 1 means that players are devoting a lot of energy
when playing the game, whereas VIG 2 score states that when playing the game,
4.3.5 Dedication
62
Based on the mean value provided by table 4.12 where each indicator of
dedica- tion showed the result of strongly agreed, which means that dedication is
level of commit- ment that the player put towards the game. High DED 1 score
means that they are enthusiastic about League of Legends, while the high DED 2
score shows that the JABODETABEK League of Legends player are excited
4.3.6 Absorption
Based on the mean value provided by table 4.13 where each indicator of
absorp- tion showed the result of strongly agreed, which means that absorption is
JABODETABEK League of Legends players are so absorbed into the game that
63
the time flies when
64
they are playing the game and as stated by the result of ABS 2, their minds are
Based on the mean value provided by table 4.14 where each indicator of
purchase intention showed the result of strongly agreed, which shows that
virtual items in the game, as shown by indicator ENT 1 where it shows that the
player strongly agree that they intend to pay for League of Legends virtual items,
and are followed by the strongly agree result of INT 2, which shows that they
predict that they are going to buy virtual items in League of Legends.
65
4.4 Outer Model Evaluation
convergent validity, and average variance extracted (AVE) (Hair et al., 2011),
where the value of convergent validity is evaluated from the value of AVE that
are greater than the threshold of 0.5 (Wong, 2013). In the case of SmartPLS 3.0,
Validity test is used to find out if the testing instrument accurately measures
the object it’s supposed to measure (Ghazali, 2016). In the case of convergent
loading numbers scores 0.70 at the minimum, and the average variance extracted
Absorption 0.867
Dedication 0.915
Entertainment 0.730
Flexibility 0.873
66
Vigor 0.790
The value that is shown by the outer loading should score 0.7 at the minimum,
while the value of the average variance extracted (AVE) should pass the minimum
value of 0.5 (Wong, 2013). The research model used for the actual test has been
modified based on the result of the pre-test, where six indicators were removed
due to them not passing the factor loading test, with their value not reaching 0.7.
67
Dedication DED 1 0.952 Valid
68
4.4.2.1 Cross Loading
ment (Achjari, 2004), where the value of cross loading should be 0.70 and above
69
4.4.3 Reliability Test
ensures consistent measurements across time and the items contained in the meas-
are measured using “Cronbach Alpha”, but it tends to undervalue the measure-
ments, which is why composite reliability are also going to be used to measure the
internal consistency reliability, where the of value of both the cronbach’s alpha
70
ENT 0.730 Reliable
FLEX 0.873 Reliable
PRE 0.950 Reliable
INT 0.772 Reliable
VIG 0.790 Reliable
Source: Researcher’s Data
inner model for collinearity problems to see if any variables should be eliminated,
merged into one, or higher latent variables by using the latent variable scores as an
input for the multiple regression in IBM SPSS statistics to get the variance
71
4.5 Inner Model
Inner model specifies the relationships between the variables, and it’s also
known as a structural model (Wong, 2013). This inner model can show
In the case of this research, this section is going to analyze the relationships be-
tween variables and show the result of the hypothesis testing. Below is the
adjusted research model after pre-testing, and the one that is used for the actual
test.
Figure 4.1 shows the actual research model after the removal of several indica-
tors, being the removal of one indicator each for flexibility, self presentation,
72
vigor,
73
dedication, absorption, and purchase intention, with each variable having two
indi- cators with the exception of entertainment with no removal of indicator and
Shown below is table 4.23 that shows the relationship between the variables
R-squared are used to measure the predictive accuracy of each changes in the
independent variable towards the dependent variables, with the value of this R-
squared being 0.75, 0.50, and 0.25, with them being substantial, moderate, and
shown in table 4.23, the values for each of them are considered weak in terms of
their predictive accuracy, with the value of vigor being the closest to have
74
To explain further, the predictive accuracy of the value of absorption of 0.268
translates to absorption are 26.8% affected by the value of the dimension of uses
with the rest being 73.2% which are influenced by factors not included in the re-
search model. The value of dedication of 38.6% means that dedication is 38.6%
affected by the changes in value of the uses and gratifications dimension, with the
rest 61.4% are affected by factors not included in the research model. The value of
vigor being 49.6% means that vigor is affected by that amount by the changes in
value of the uses and gratifications dimension, with the rest 50.4% are affected by
the factors not included in the research model. Finally purchase intention value of
value of absorption, dedication, and vigor, with the rest of the value of 74.4% are
which would show the result of the t value and the p value where it would decide
75
Table 4. 23 Hypothesis Testing Result
4.6 Discussion
Huang, Zheshi Bao, and Yan Li which was published by Data Technologies and
76
Theory”. This replication aims to find out if uses and gratifications and customer
cussed below.
According to table 4.24 the relationship between vigor and purchase intention
has the t value of 2.636 and the p value of 0.004, which results in the hypothesis
being accepted, which means vigor has a positive influence on purchase intention.
inten- tion has the t value of 1.973 and the p value of 0.025, which results in the
inten- tion has the t value of 2.518 and the p value of 0.006, which results in the
77
According to table 4.24 the relationship between absorption and dedication has
the t value of 4.751 and the p value of 0.000, which results in the hypothesis being
According to table 4.24 the relationship between dedication and vigor has the t
value of 2.626 and the p value of 0.004, which results in the hypothesis being ac-
According to table 4.24 the relationship between entertainment and vigor has
the t value of 4.012 and the p value of 0.000, which results in the hypothesis being
has the t value of 3.231 and the p value of 0.001, which results in the hypothesis
has the t value of 4.651 and the p value of 0.000, which results in the hypothesis
absorption.
78
4.6.10 Hypothesis 6a: Flexibility does not have a positive influence on vigor
According to table 4.24 the relationship between flexibility and vigor has the t
value of 0.485 and the p value of 0.314 which results in the hypothesis being re-
jected, which means flexibility does not have positive influence on vigor. This re-
sult means that the player’s flexibility towards the game has no positive impact on
their vigor or energeticness when playing the game. The possible reason for this is
that since League of Legends is a computer game where players have to dedicate a
certain
According to table 4.24 the relationship between flexibility and dedication has
the t value of 2.019 and the p value of 0.022 which results in the hypothesis being
4.6.12 Hypothesis 6c: Flexibility does not have a positive influence on absorp-
tion
According to table 4.24 the relationship between flexibility and absorption has
the t value of 0.437 and the p value of 0.331 which results in the hypothesis being
rejected, which means flexibility does not have positive influence on absorption.
This hypothesis rejection means that the player flexibility towards the game has
front of
79
their pc and dedicate a certain amount of time to play the game, which would not
has the t value of 4.293 and the p value of 0.000 which results in the hypothesis
tion has the t value of 2.309 and the p value of 0.011 which results in the
on dedica- tion.
absorption
tion has the t value of 1.547 and the p value of 0.061 which results in the
hypothesis being rejected, which means self-presentation does not have positive
influence on absorption. The rejection of this hypothesis means that the player’s
80
Chapter 5: Conclusion
This section of the paper would talk about the conclusion of the research, the
5.1 Conclusion
Based on the result of the actual testing that was analyzed through the program
Based on the result of the actual testing that was analyzed through the program
81
1. H6a: Flexibility does not have a positive influence on vigor.
has a positive influence on the player’s purchase intention, which means that com-
panies such as Riot Games needs to be able to give this feeling of energeticness
towards the player which in turn would encourage the players to invest their
energy towards the game to gain the feeling of energeticness, and positively affect
wards the game has a positive influence on their purchase intention. What this
means is that the more a company is able to make a customer dedicated to them
either through their satisfaction towards the service or products offered by the
com- pany the more it will positively affect the player’s purchase intention.
positive influence towards purchase intention. What this means is that the more a
player is involved towards the game and the more their attention is focused
towards the game, the better it will affect their purchase intention. This means that
the ability to
82
absorb a player’s attention and make them ignore all irrelevant thoughts towards
the game are important for a company to positively affect their purchase intention.
influence on the player’s dedication. What this means is that the more a player is
absorbed towards the game and enters the “flow” state where all other irrelevant
thoughts towards the game are ignored, the more it will positively affect their
dedication towards the game they are playing. This means that the more a game is
able to absorb a player towards the game and make them ignore all irrelevant
thoughts to- wards the game, the more the player will dedicate themselves towards
the game.
influence on vigor. What this means is that the level of dedication that player’s put
in the game will positively affect their feeling of energy towards the game, as the
more a player is satisfied towards the game, the more likely they will invest their
time and energy towards the game, which would make them energetic or
vigorous.
influ- ence on vigor. What this means is that the entertainment reasoning to play
the game, which is to play for the purpose of obtaining pleasure and enjoyment
will positively influence their energy level as player’s are more likely to be more
enthusiastic and willing to invest their time in games they found to be enjoyable.
83
This means that
84
catering to the entertainment needs of the player is important to positively
influ- ence on dedication. What this means is that since dedication comes from the
which means if a game can satisfy their player’s need for entertainment through
satisfaction to- wards the game services, they are more likely to be loyal and
effect on absorption. What this means is that when the player needs for
entertainment are fulfilled by the game, they are more likely to absorb themselves
and put themselves in a flow state, which means they will ignore irrelevant
thoughts towards the game as they want to absorb themselves in the game that
fulfill their entertainment needs. This means that catering to the player's need for
The rejection of hypothesis H6a means that flexibility has no positive influence
on vigor. What this means is that the game flexibility, which means how
convenient and accessible a game is would not positively affect the level of
energy the players would put into the game. This reasoning might come from the
fact that since League of Legends is a computer game where you have to play a
85
win, it's inflexible, which is why the game flexibility (or lack of it) has no positive
influence on dedication. What this means is that the convenience and the
accessibility of the game may positively affect their dedication as the ease of
access can cause the player to play for longer and dedicate themselves and be
loyal towards the game. This means that catering to the flexibility side of uses and
dedication.
The rejection of hypothesis H6c means that flexibility does not have a positive
influence on absorption. What this means is that the flexibility of League of Leg-
ends does not affect the player’s absorption positively as previously mentioned
where despite League of Legends being an inflexible game, players are still ab-
sorbed to the game itself, which shows that flexibility does not positively affect
absorption.
The acceptance of hypothesis H7a means that self presentation has a positive
influence on vigor. This means that the player’s ability to present themselves in
game would motivate them to achieve this goal of self presentation in the form of
either cosmetics or ingame rank. This continuous play motivated by the goal of
self presentation would lead them into being vigorous. This means that catering to
86
ingame
87
ranks are useful to positively influence their feeling of vigorousness due to their
The acceptance of hypothesis H7b means that self presentation has a positive
influence on dedication. What this means is that the player goal of self
presentation would make them dedicate themselves towards the game as they
desire to achieve this self presentation goal through cosmetic or ingame rank. For
The rejection of hypothesis H7c means that self presentation has no positive in-
fluence on absorption. What this means is that player’s feelings of absorption to-
wards the game are not positively affected by their ability to self presentate and
JABODETABEK area.
88
5.4 Research Suggestion and Recommendation
1. Increase in sample size from 225 respondents to broaden the scope of the
research.
JABODETABEK area.
89
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Appendix
Appendix A: Questionnaire
Halo semuanya! nama saya Alvari Suwarno, saya adalah mahasiswa bisnis ma-
najemen dari Universitas Pelita Harapan angkatan 2017. saya sedang melakukan
penelitian skripsi saya yang bertujuan untuk meneliti efek dari uses and gratifica-
Kuesioner ini hanya akan memakan waktu sesaat, dan semua jawaban yang
dikirim bersifat anonim, mohon bantuannya untuk menjawab kuesionernya ini ya!
O Yes
O No
*If yes is answered, continue to the rest of the question. While if no is answered,
O Yes
O No
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*If yes is answered, continue to the rest of the question. While if no is answered,
Identitas Responden
Respondent Identity
Gender
O Male
O Female
Umur
Age
O Dibawah 20
O 20-23
O 24-27
O 28-31
O Diatas 31
Domisili
Place of Residence
O Jakarta
O Bogor
O Depok
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O Tangerang
O Bekasi
Pekerjaan
Employment
O Pelajar/Mahasiswa
(Student) O Karyawan
(Employee)
O Guru/Dosen (Teacher)
O Pengusaha (Entrepreneur)
Penghasilan perbulan
Monthly Income
10
O 5 - 6 jam (5-6 hours)
Have you ever bought something with real money in League of Legends?
O Ya (Yes)
O Tidak
(No)
Likert Scale:
1= Strongly disagree
2= Disagree
3= Neutral
4=Agree
5= Strongly agree
1 2 3 4 5
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Entertainment
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2. Saya bermain League of Leg-
ends agar dianggap mahir oleh
pemain lain
(I play League of Legends to be
perceived as skilled by others in-
game.)
3. Saya bermain League of Leg-
ends untuk mencapai ranking
yang tinggi, yang akan membuat
saya memiliki status yang lebih
tinggi dibanding pemain lainnya
(I play League of Legends to
achieve high rank, which gives
me higher status than other play-
ers in-game.)
Vigor
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3. Saya bersemangat saat bermain
League of Legends
(I’m excited when playing
League of Legends.)
Absorption
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Appendix B: SmartPLS 3.0 Test Result
11
B. Results of actual test data processing with 225 respondents
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Appendix C: Research Model
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Appendix D: Replicated Journals
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