Eduvest –
Journal of Universal Studies Volume 3 Number 3, March, 2023 p- ISSN 2775-3735-
e-ISSN 2775-3727 |
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EFFECT OF PERCEIVED VALUE ON SATISFACTION
TO MICROTRANSACTIONS IN VALORANT |
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Khairul Arifin1*,
M. Rheza Agung S2, Veneishia
Gricelda3, Rano Kartono4 Management Department, BINUS Business School Master
Program, Bina Nusantara University, Jakarta, Indonesia1,2,3 Management Department, BINUS Business School Doctor of
Research in Management, Bina Nusantara University, Jakarta, Indonesia4 |
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ABSTRACT |
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Current
technological developments, especially in the digital game industry, have
built new business opportunities in a digital game and caused a new
phenomenon that is linked to Microtransaction, which is also found in the Valorant game. There are pros and cons of using
microtransactions, as well as limited research on Valorant
games, especially those related to the variables of emotional value, social
value, functional value, value for money (good price), satisfaction, and
purchase intention of the game, so this study aims to examine more deeply
about consumer motivation from perceived value to satisfaction to purchase
intention, especially in the Valorant game. A total of 333 respondents in the Jabodetabek area have been studied using purposive
sampling techniques. This study used Smart PLS 3.0 to test the validity,
reliability, and results of the hypotheses. This study looked at the
relationship between perceived value to satisfaction and satisfaction with
purchase intention, especially in Valorant games.
The results of the study stated that social value, functional value, and
value for money have an effect on satisfaction, as well as satisfaction
affects purchase intention. Meanwhile, emotional value has no influence on
satisfaction. |
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KEYWORDS |
Microtransaction, Purchase
Intention, Valorant, Perceived Value |
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This work is licensed under a Creative
Commons Attribution-ShareAlike 4.0 International |
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INTRODUCTION
The success of
digital games in the games industry
makes games a business opportunity developed by game
developers, starting from the 1980s, 1990s, to the 2000s (Tomić, 2017). Many
game developers take advantage of this opportunity by creating new
algorithms in online games, namely by presenting virtual purchase transactions
that can be made in the game. This gave
rise to a new system that allows players to buy in-game necessities using real money such as items, cosmetics and
other premium features (Davidovici-Nora, 2013), this phenomenon is known as
microtransactions. According to SuperData market research data, microtransactions provide
huge revenues and increase year after year in video games. In addition, revenue
from microtransactions on Net Ease games ranked highest with $6,668 miliar, and Ubisoft ranked lowest with $636 million (Strickland,
2020). From this figure, it can be seen that the
income received by game developers is not small.
With
microtransactions, of course, companies are increasingly determined to win the
hearts of players and become leaders in their fields. In 2017, there were 43.7
million active gamers in Indonesia, who
had spent a total of 880 million, this made Indonesia ranked 16th in the world
in terms of game revenue (Newzoo, 2017).
Earnings through the sale of virtual goods are increasingly becoming popular
income in consumer-oriented online services such as; social networking sites
(SNS), massively-multiplayer online games (MMOs), and virtual worlds (Hamari
& Lehdonvirta, 2010). In
2020, Riot Games, released a Massively Multiplayer Online First-Person Shooter
(MMOFPS) themed game, Valorant. Valorant
became the company's first FPS-themed game and at the
beginning of the close beta, Riot Games revealed nearly 3 million players every
day in games (Kent, 2020). Valorant became one of
the game content with 37.5 million hours of watch time on the Twitch streaming
platform in the last quarter of 2020 (Clement, 2020). This reflects that Valorant
can be a promising revenue opportunity from microtransactions.
The use of
microtransactions often causes pros and cons from each player because it tends
to change the basic mechanics in the game. Although microtransactions are one
of the sources of income for companies, microtransactions are also a considerable
source of expenditure for players. Many game developers restrict gameplay by
displaying ads or slowing player progress by limiting in-game features and
scarce certain items that support the game. Some players may not proceed to
purchase items or features sold in the game. However, the results showed that
players tend to be willing to pay more in the game because they do not satisfy with the free version, because
it turns out that the value they get is lower than expected (Mishra et al., 2018). This means that players can choose to feel
more satisfaction or not from a freemium game. Previous research has also shown
that players' satisfaction affects their involvement in games and tends to invest more of their time and energy
in games (Cheung et al., 2015).
Therefore, satisfaction is used in this study as an important fact that
needs to be studied for its effect on purchase intention in games.
In addition,
satisfaction also affects a person's purchase intention to pay for additional
functions of an application (Hsu & Lin, 2016). If there is a certain option in a service or
product, users usually choose that option and then create value that can
increase satisfaction for themselves (Hellier et al., 2003).
The value they feel becomes very important for consumers in determiningthe choice (Konuk, 2019), so it can be said that one factor that affects
satisfaction is perceived value (Cuong & Khoi, 2019; Hsiao & Chen,
2016; Kuo et al., 2009).
In addition, in the context of in-app purchases there are four
dimensions to perceived value that influence satisfaction and purchase
intention in the application (Hsiao &
Chen, 2016). Therefore, this study
explores perceived value that adopts the theory of perceived value, especially for products and services
in four dimensions, namely functional value, emotional value, social value, and
value for money (Sweeney & Soutar, 2001). Previous
studies on games have also brought these four dimensions of perceived value into their journal (Yoo, 2015; Chandradidjaja, 2019; Purnami & Agus, 2020; Hsiao
et al., 2019). Perceived value created in the
game for its customers also influences
satisfaction so that it can maintain a competitive advantage in the game itself (Zhang & Asahi, 2015).
Several studies have been conducted to explore various motivations in some
psychological aspects of microtransactions in games (Hamari et
al., 2017; Souza & Freitas, 2017; Shahrivar et al., 2021).
There is still limited research discussing the MMOFPS Valorant
game (Roldan & Prasetyo,
2021), because
the game was just released in the
summer of 2020. Thus, the study aims to
explore more deeply about the motivation of the perceived value to satisfaction
to purchase intention, especially in the Valorant
game. The first step we will take is to examine the effects of perceived value
and satisfaction, as well as satisfaction and purchase intention. Then we will
conduct a survey of the respondents. Third, after the survey data is collected,
we will explore and measure the relationship between these variables. Finally,
the results will be concluded regarding the influence of each variable based on
the hypothesis that has been made.
Due to the microtransaction system that will continue to be developed by
video game developers, the results of this research are expected to contribute
to a new insight into future research regarding consumer preferences in
microtransactions in video games and help video game developers to develop
microtransaction models. its good
without having to change the basic mechanicsin video
games. This research will be described into four parts, namely (1) Theoretical
background containing literature review, (2) Research methodology used in this
study, (3) Discussion of the results of the questionnaire and its data, and (4)
Conclusions and results of our research.
RESEARCH
METHOD
In order to meet the objectives of this study, quantitative methods are
taken, namely data collection methods in the form of numbers or numeric,
analyzed, and drawn conclusions from these data, and aim to reveal
relationships or patterns or trends that underlie contextual in research (Albers, 2017).
Quantitative methods describe research results more formally when compared to
narrative qualitative or descriptive methods, and minimize ambiguity and
inaccuracy (Apostolopoulos et al., 2016).
This research will be conducted a survey to produce natural information that is
statistic as a fundamental part of quantitative methods (Groves et al.,
2010).
Surveys are conducted by asking respondents in their beliefs,
characteristics, opinions, and behaviors that are happening or have occurred. This
study conducted a survey to collect data on the intentions of Valorant gamers who had never made microtransactions.
Data will be collected through the dissemination of questionnaires online.
This study uses a method that many researchers use because it does not cost
much and is more straightforward, that is, cross-sectional, in which it
contains data with many subjects in one specific period or point in time (Greve & Golden, 2004; Nurdini,
2006). The population in this study were
Indonesians who played Valorant and had never made
microtransaction. The research sample is part of a set of traits owned by a
population (Sugiyono, 2017). Sample is
measured to generalize from the resulting population. While the sampling method
used for this study is non-probability sampling with purposive sampling
techniques. Non probability sampling is a method that does not provide the same
opportunity or probability for each member of the population to be selected as
a sample (Hikmawati, 2017). Meanwhile, purposive
sampling, also known as selective or subjective samples, is a technique that
relies on the researcher's assessment when choosing the people who will be
asked to fill out the survey. Thus, purposive sampling can select respondents
who are in accordance with the needs of the study, or precisely approach
respondents with certain characteristics. In this study, the sampling method
was aimed at respondents who had transacted or were still transacting
microtransactions in games.
The minimum number in this study used the five-time rule multivariate
analysis formula (Hair et al., 2006), so that out of the 30
indicators we had, 150 respondents could meet the requirements. The Likert
scale found by Rensis Likert in 1932 was used in this
study to measure the attitudes, opinions, and perceptions of each individual or
group towards the social phenomena that are the object of research (Sugiyono, 2006). We used Smart PLS
3.0 to analyze the data in this study for the following reasons. First, Smart
PLS 3.0 can simultaneously regress data measurements with structural models (Hsiao et al.,
2019). Secondly, Smart PLS 3.0 is recognized as more
appropriate in research with a constellation exploration approach and has been
widely used in studies focused on theoretical development (Chin et al.,
2003). Finally, Smart PLS 3.0 requires a relatively
small sample size compared to covariance-based structural modeling (Chin, 2000).
Therefore, Smart PLS 3.0 is very suitable for data analysis in this study.
Table 1. Questioner Table Measures, Definitions, References for the Current
Study
Variables |
Items |
Measure |
References |
Emotional Value |
EV1 |
I play Valorant because I feel the game is
interesting. |
Zhao and Lu (2012) |
EV2 |
Valorant usually
provides new interesting battles and events to play. |
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EV4 |
Playing Valorant makes me relax and helps
improve my brain power. |
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EV5 |
I play Valorant because I feel the game is
interesting. |
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EV6 |
Valorant usually
provides new interesting battles and events to play. |
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Social Value |
SV1 |
If I play the Valorant game, I can chat and
share experiences with my friends. |
Hsiao, K. L., & Chen, C. C. (2016) |
SV2 |
Valorant can connect
with several social media platforms so that I can share my photos or videos
while playing games. |
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SV4 |
I can chat with other players when I play Valorant. |
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Functional Value |
FV1 |
I feel Valorant game service/server is stable
so I can play the game anytime I want. |
Wei and Lu (2014) |
FV2 |
I can play Valorant anytime. |
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FV3 |
I can play Valorant on my PC anytime and
anywhere. |
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FV4 |
I can play the game in my free time. |
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Value for Money (Good Price) |
VM1 |
I want to get new agents or weapon skins quickly so I purchase Valorant points. I feel it is so worth it. |
Hsiao (2013) |
VM2 |
Although I bought some Valorant points in the
game, I still feel they are a little bit expensive. |
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VM3 |
I purchased some Valorant Points to draw new
agents quickly to help me win the battles in the game. |
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Satisfaction |
ST2 |
Playing Valorant gives me a sense of enjoyment. |
Hsu and Lin (2016) |
ST3 |
Playing Valorant makes me feel very delighted. |
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Purchase Intention in Game |
PI1 |
I intend to buy Valorant Points in the future |
Ghazali et al. (2018) |
PI4 |
The likelihood that will buy Valorant Points is
high |
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PI5 |
I would consider spending real money to purchase items in the Valorant Points |
RESULT
AND DISCUSSION
The sample in this study was 333 respondents, with their respective genders
in each respondent consisting of 78.7% male and 21.3% female. The age results
of each respondent were dominated by the age group of 17 - 22 years and the
domicile of the respondents was dominated by respondents domiciled in Jakarta.
The average monthly income of the respondents is in the range of Rp. 4,300,000 - 6,000,000 with a percentage of 37.5% the
frequency of doing microtransactions quite frequent. Most of the respondents has
experience playing MMO games 68.5% for more than 3 - 5 years. The time spent
playing games in a day mostly spends 3 - 5 hours with 65.8% and most
respondents as much as 52% are very familiar with Valorant
games.
Table 2 Validity & Reliability Test
Variables |
Factors |
Factor Loading |
Average Variance Extracted
(AVE) |
Cronbach's Alpha |
Composite Reliability |
Emotional Value (EV) |
EV1 |
0.837 |
0.590 |
0.826 |
0.878 |
EV2 |
0.703 |
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|
EV4 |
0.757 |
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EV5 |
0.762 |
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EV6 |
0.777 |
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|
Social Value (SV) |
SV1 |
0.821 |
0.642 |
0.720 |
0.843 |
SV2 |
0.757 |
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|
SV4 |
0.824 |
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|
Functional Value (FV) |
FV1 |
0.769 |
0.576 |
0.754 |
0.845 |
FV2 |
0.806 |
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|
FV3 |
0.731 |
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|
FV4 |
0.728 |
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|
Value
for Money (Good Price) (VM) |
VM1 |
0.827 |
0.578 |
0.635 |
0.803 |
VM3 |
0.712 |
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|
VM4 |
0.737 |
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|
Satisfaction (ST) |
ST2 |
0.855 |
0.695 |
0.562 |
0.820 |
ST3 |
0.812 |
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|
Purchase Intention in Game (PI) |
PI1 |
0.871 |
0.662 |
0.745 |
0.854 |
PI4 |
0.775 |
|
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|
PI5 |
0.792 |
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By using Confirmatory Factor Analysis (CFA), results are obtained for
validity and reliability tests. Convergent validity test requires that the
loading factors number be greater than or equal to 0.5 (Bagozzi & Yi, 1988). For cronbach's alpha testing the consistency
of therespondents, a figure of more than 0.5 is
already said to be good (Chin, 1998). Composite
reliability numbers that require more than 0.5 show reliability figures (Khoi &
Tuan, 2018). AVE is useful for testing both convergent
validity and divergent validity, which requires numbers greater than 0/5 for good models (Rouf & Akhtaruddin, 2018).
Based on the table above, of all the validity and reliability tests that exist have
met adequate figures, so this research can be said to be valid and reliable.
Table 3 Hypothesis Testing
Results
|
Hypothesis |
Path Coefficients |
t - statistics |
p - values |
Result |
H1 |
Satisfaction
→ Purchase Intention in Game |
0.758 |
28.141 |
0.000 |
Accepted |
H2 |
Emotional
Value → Satisfaction |
0.117 |
1.587 |
0.113 |
Rejected |
H3 |
Social
Value → Satisfaction |
0.257 |
3.361 |
0.001 |
Accepted |
H4 |
Functional
Value → Satisfaction |
0.228 |
3.339 |
0.001 |
Accepted |
H5 |
Value
for Money (Good Price) → Satisfaction |
0.252 |
3.866 |
0.000 |
Accepted |
In this study, the
level of significance used was 5%, using a confidence level of 95%, where if
the t-value > 1.96, then the hypothesis can have an effect. If the t-value
< 1.96, then the hypothesis has no effect. Based on table 4, H1 and 4 are
acceptable because the t-stat value > 1.96 & p-value < 0.5. For H3
and 4, the result was rejected because the p-value > 0.05 & T-Stats
obtained < 1.96. As for H5, the Good Price variable was rejected because the
p-value > 0.05 & T-Stats obtained < 1.96 while the Reward
variable was
received.
H1 is acceptable, this is in line with Khatoon et al. (2020) and Dash et al. (2020) who found
that satisfaction has a positive effect on purchase intention, this is due to the
indicator on the satisfaction variable which
shows the developer's efforts in providing
player satisfaction in supporting
the intention to make in-game purchases Valorant.
However, different results were obtained in H2, H2 and the results were
rejected. this is in line with what Candan (2013) said that to get direct consumer satisfaction, there is no need
for indicators of emotional value. This is also supported by an emotional value
indicator that suggests that the efforts of valorant
game developers to create interesting experiences that players feel do not have
a positive effect on satisfaction.
Then in H3 is acceptable, this result is in line with Hur and Cho (2013)
and Yoo and Park (2016) which shows that Social
Value has a positive effect on satisfaction, This is due to indicators on social value
variables that show players
can share experiences when playing and express self-image towards other
players, therefore providing separate satisfaction in sharing their social
experiences while playing Valorant games. H4 is
acceptable, these results are in line with Chiu and Cho's research (2019)
which displays Functional value positively affects satisfaction. This is
supported by a variable functional value indicator that states Valorant players feel stable performance service when playing Valorant,
which makes Valorant's function increase and provides
satisfaction in playing. Because of this makes Valorant
can be played at any time with good performance.
H5 results are obtained that good price affects satisfaction. These results
are in line with research conducted by Eid (2015) and Slack et al. (2020).
In this study, the result of being rejected can be caused because Valorant players feel that the purchase of agents and weapon
skins is important even though Valorant has provided
free items for them, so the right price (in Valorant
Points) with a commensurate value (helping players win battles in Valorant) makes them feel satisfaction. They also intend to
buy Valorant Points when there is a promo, so this
promo also makes them satisfied.
CONCLUSION
This study examines the relationship between emotional
value, functional value, social value, value for money, satisfaction, and
purchase intention in respondents who have never microtransaction in games Valorant, which shows that H1, H3, H4, and H5 are accepted,
while H2 is rejected. According to the test results above, the variable that
most affect satisfaction is the good price, so it is recommended to Riot Games
and other similar game developers to consider a reasonable price for players.
This study has limited time and area, where the
questionnaire is only distributed to respondent in the Jabodetabek
area. For future research, it can be suggested to research outside Jabodetabek with a broader scope. Then this research is
also only limited to variables that have been studied, namely emotional value,
functional value, social value, value for money, satisfaction, and purchase
intention. In the future, it is suggested that the authors be able to add other
variables that may not have been linked before. More research can also add to
the comparison of games of the same genre, so that researchers can make
comparisons between one game and another
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