The Effects of Purchase Intention on Actual Purchase of Virtual Items in Free-to-Play Multiplayer Online Battle Arena (MOBA) Games
Evanmarie O. Mendoza
Discipline: Marketing
Abstract:
In-game purchases or virtual item purchases have become
increasingly popular as a growing number of people play online
games. Several researches on online games have explored
virtual item purchases in other game genres whereas this study
determined the effects of purchase intention on actual purchase of
virtual items particularly in free-to-play Multiplayer Online Battle Arena
(MOBA) games. The theoretical framework adapted was a modified
version of the Unified Theory of Acceptance and Use of Technology
2 (UTAUT2) Model. Descriptive statistics was used to determine
the levels of the variables while multiple and simple linear regression
models were used to determine the level of significance of the effects
of the exogenous constructs to the endogenous construct. Contrary to
previous researches which found most of the determinants of purchase
intention to be significant, the findings of this study showed that only
two variables namely, habit and advancement had a significant positive
effect on purchase intention. Furthermore, purchase intention had a
significant positive effect on actual purchase and this relationship was
moderated by the demographic variables – average annual household
income and player rank.
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