Understanding consumers’ addiction to online mobile games and in apps purchase intention: Players stickiness as the mediation

Main Article Content

Pantas H Silaban
Andri Dayarana K. Silalahi
Edgar Octoyuda

Abstract

Research on consumer behavior, particularly on online mobile games, is an emerging topic that must be more deeply explored. As a relatively new topic, the approach and discussion of consumer behavior based on the online mobile games environment challenge researchers to describe it in a theoretical study. This research investigates the user's addiction to online mobile games (OMG) in apps purchase intention through a stickiness mediation variable. The samples were determined by using purposive random sampling, which consisted of gamers or people who were playing online mobile games and ever purchase a games feature. Therefore, a total of 439 responses were collected through an online survey. This research employs SmartPLS 2.0 to test both measurement and structural models. The results showed that the addiction to online mobile games influenced app purchase intention, and stickiness also mediated the relationship between addiction to online mobile games and app purchase intention. The contribution of this research emphasizing that the addiction to online mobile games had become a behavior that created stickiness and intention is also discussed in this research.

Dimensions

Downloads

Download data is not yet available.

Plum Analytics

Article Details

Section
Articles

References

Bagozzi, R. P., & Yi, Y. (1988). On the evaluation of structural equation models. Journal of the Academy of Marketing Science, 16(1), 74–94. https://doi.org/10.1007/BF02723327

Bai, C., Chen, X., & Han, K. (2020). Mobile phone addiction and school performance among Chinese adolescents from low-income families: A moderated mediation model. Children and Youth Services Review, 118(59), 105406. https://doi.org/10.1016/j.childyouth.2020.105406

Balakrishnan, J., & Griffith, M. (2018). Loyalty towards online games , gaming addiction , and purchase intention towards online mobile in-game features. Computers in Human Behavior, 87(February), 238–246. https://doi.org/10.1016/j.chb.2018.06.002

Balakrishnan, J., & Griffiths, M. D. (2017). Social media addiction: What is the role of content in YouTube? Journal of Behavioral Addictions, 6(3), 364–377. https://doi.org/10.1556/2006.6.2017.058

Balakrishnan, J., & Griffiths, M. D. (2018). Loyalty towards online games, gaming addiction, and purchase intention towards online mobile in-game features. Computers in Human Behavior, 87, 238–246. https://doi.org/10.1016/j.chb.2018.06.002

Chi, X., Hong, X., & Chen, X. (2020). Profiles and sociodemographic correlates of Internet addiction in early adolescents in southern China. Addictive Behaviors, 106(October 2019), 106385. https://doi.org/10.1016/j.addbeh.2020.106385

Chiang, H. Sen, & Hsiao, K. L. (2015). YouTube stickiness: The needs, personal, and environmental perspective. Internet Research, 25(1), 85–106. https://doi.org/10.1108/IntR-11-2013-0236

Duman, H., & Ozkara, B. Y. (2019). The impact of social identity on online game addiction: the mediating role of the fear of missing out (FoMO) and the moderating role of the need to belong. Current Psychology, Gentile 2009. https://doi.org/10.1007/s12144-019-00392-w

Friedrich, T., Schlauderer, S., & Overhage, S. (2019). The impact of social commerce feature richness on website stickiness through cognitive and affective factors: An experimental study. Electronic Commerce Research and Applications, 36(January), 100861. https://doi.org/10.1016/j.elerap.2019.100861

Gao, T., Li, J., Zhang, H., Gao, J., Kong, Y., Hu, Y., & Mei, S. (2018). The influence of alexithymia on mobile phone addiction: The role of depression, anxiety and stress. Journal of Affective Disorders, 225, 761–766. https://doi.org/10.1016/j.jad.2017.08.020

Gao, W., Liu, Y., Liu, Z., & Li, J. (2018). How does presence influence purchase intention in online shopping markets? An explanation based on self-determination theory. Behaviour and Information Technology, 37(8), 786–799. https://doi.org/10.1080/0144929X.2018.1484514

Hair, J. F., Ringle, C. M., Gudergan, S. P., Fischer, A., Nitzl, C., & Menictas, C. (2019). Partial least squares structural equation modeling-based discrete choice modeling: an illustration in modeling retailer choice. Business Research, 12(1), 115–142. https://doi.org/10.1007/s40685-018-0072-4

Hao, Z., Jin, L., Li, Y., Akram, H. R., Saeed, M. F., Ma, J., Ma, H., & Huang, J. (2019). Alexithymia and mobile phone addiction in Chinese undergraduate students: The roles of mobile phone use patterns. Computers in Human Behavior, 97(February), 51–59. https://doi.org/10.1016/j.chb.2019.03.001

Henseler, J., Ringle, C. M., & Sarstedt, M. (2015). A new criterion for assessing discriminant validity in variance-based structural equation modeling. Journal of the Academy of Marketing Science, 43(1), 115–135. https://doi.org/10.1007/s11747-014-0403-8

Hsu, C.-L., & Lin, J. C. C. (2016). Effect of perceived value and social influences on mobile app stickiness and in-app purchase intention. Technological Forecasting and Social Change, 108, 42–53. https://doi.org/10.1016/j.techfore.2016.04.012

Hsu, C. L., & Liao, Y. C. (2014). Exploring the linkages between perceived information accessibility and microblog stickiness: The moderating role of a sense of community. Information and Management, 51(7), 833–844. https://doi.org/10.1016/j.im.2014.08.005

Hulland, J. (1999). Use of Partial Least Squares (PLS) in Strategic Management Research: A Review of Four Recent Studies. Strategic Management Journal, 20, 195–204. https://doi.org/10.1038/aps.2012.31

Hussain, Z., Williams, G. A., & Griffiths, M. D. (2015). An exploratory study of the association between online gaming addiction and enjoyment motivations for playing massively multiplayer online role-playing games. Computers in Human Behavior, 50, 221–230. https://doi.org/10.1016/j.chb.2015.03.075

Kang, I., Shin, M. M., Park, C., Kang, I., Shin, M. M., & Park, C. (2013). Internet addiction as a manageable resource : a focus on social network services. Online Information Review, 37(1), 28–41. https://doi.org/10.1108/14684521311311612

Khang, H., Kim, J. K., & Kim, Y. (2013). Self-traits and motivations as antecedents of digital media flow and addiction: The Internet, mobile phones, and video games. Computers in Human Behavior, 29(6), 2416–2424. https://doi.org/10.1016/j.chb.2013.05.027

Koutromanos, G., & Avraamidou, L. (2014). The use of mobile games in formal and informal learning environments: A review of the literature. Educational Media International, 51(1), 49–65. https://doi.org/10.1080/09523987.2014.889409

Lee, C. H., Chiang, H. Sen, & Hsiao, K. L. (2018). What drives stickiness in location-based AR games? An examination of flow and satisfaction. Telematics and Informatics, 35(7), 1958–1970. https://doi.org/10.1016/j.tele.2018.06.008

Li, Y., Li, X., & Cai, J. (2021). How attachment affects user stickiness on live streaming platforms: A socio-technical approach perspective. Journal of Retailing and Consumer Services, 60(December 2020), 102478. https://doi.org/10.1016/j.jretconser.2021.102478

Liu, Y. L. (2020). Maternal mediation as an act of privacy invasion: The association with internet addiction. In Computers in Human Behavior (Vol. 112). Elsevier Ltd. https://doi.org/10.1016/j.chb.2020.106474

Lu, H., & Wang, S. (2014). The role of Internet addiction in online game loyalty : an exploratory study. https://doi.org/10.1108/10662240810912756

Maier, C. (2020). Overcoming pathological IT use: How and why IT addicts terminate their use of games and social media. International Journal of Information Management, 51(September), 102053. https://doi.org/10.1016/j.ijinfomgt.2019.102053

Mark Griffiths. (2005). A ‘components’ model of addiction within a biopsychosocial framework. Journal of Substance Use, 10(August), 191–197. http://www.academia.edu/429550/Griffiths_M.D._2005_._A_components_model_of_addiction_within_a_biopsychosocial_framework._Journal_of_Substance_Use_10_191-197

Mehrabian, A., & Russell, J. A. (1974). An approach to environmental psychology. Press, MIT.

Panea-Pizarro, I., López-Espuela, F., Martos-Sánchez, A.,

Domínguez-Martín, A. T., Beato-Fernández, L., & Moran-García,

J. M. (2020). Internet addiction and Facebook addiction in Spanish women with eating disorders. Archives of Psychiatric Nursing, 34(6), 442–448. https://doi.org/10.1016/j.apnu.2020.07.023

Robinson, O. C. (2014). Sampling in Interview-Based Qualitative Research: A Theoretical and Practical Guide. Qualitative Research in Psychology, 11(1). https://doi.org/10.1080/14780887.2013.801543

Roma, P., & Ragaglia, D. (2016). Revenue models, in-app purchase, and the app performance: Evidence from Apple’s App Store and Google Play. Electronic Commerce Research and Applications, 17, 173–190. https://doi.org/10.1016/j.elerap.2016.04.007

Shahnawaz, M. G., & Rehman, U. (2020). Social networking addiction. Cogent Psychology, 7(1). https://doi.org/10.1080/23311908.2020.1832032

Wang, H., Meng, Y., & Wang, W. (2013). The role of perceived interactivity in virtual communities: building trust and increasing stickiness. Connection Science, 25(1), 55–73. https://doi.org/10.1080/09540091.2013.824407

Wong, K. K. K.-K. (2013). Partial Least Squares Structural Equation Modeling (PLS-SEM) Techniques Using SmartPLS. Marketing Bulletin, 24(1), 1–32. http://marketing-bulletin.massey.ac.nz/v24/mb_v24_t1_wong.pdf%5Cnhttp://www.researchgate.net/profile/Ken_Wong10/publication/268449353_Partial_Least_Squares_Structural_Equation_Modeling_(PLS-SEM)_Techniques_Using_SmartPLS/links/54773b1b0cf293e2da25e3f3.pdf

Xu, F., Qi, Y., & Li, X. (2018). What affects the user stickiness of the mainstream media websites in China? Electronic Commerce Research and Applications, 29(May), 124–132. https://doi.org/10.1016/j.elerap.2018.05.001

Yen, C. (2016). How to unite the power of the masses? Exploring collective stickiness intention in social network sites from the perspective of knowledge sharing. Behaviour and Information Technology, 35(2), 118–133. https://doi.org/10.1080/0144929X.2015.1105297

Yu, X., Roy, S. K., Quazi, A., & Han, Y. (2017). “the sharing of information” in an Internet entrepreneurship and Internet-of-Things context. Internet Research, 27(1), 74–96.

Zhou, Y., Yue, T., Liu, X., Shen, C., Tong, L., & Ding, Z. (2021). Payment-Guard: Detecting fraudulent in-app purchases in iOS system. Neurocomputing, 422, 263–276. https://doi.org/10.1016/j.neucom.2020.10.007

Zott, C., Amit, R., & Donlevy, J. (2000). Strategies for Value Creation in E-Commerce: Best Practice in Europe. European Management Journal, 18(5), 463–475. https://doi.org/10.1016/S0263-2373(00)00036-0