What Drives Consumption in Online Games? Homo Socio Interneticus Approach

Penulis: Mahardika, Andika; Runturambi, Arthur Josias Simon; Revindo, Mohamad Dian
Informasi
JurnalTEM Journal
PenerbitUIKTEN - Association for Information Communication Technology Education and Science
Volume & EdisiVol. 13,Edisi 4
Halaman2977 - 2987
Tahun Publikasi2024
ISSN22178309
Jenis SumberScopus
Abstrak
The current development of online gaming technology can facilitate social interaction, forming a virtual society. This social interaction is continued with economic interaction, namely the consumption of online games. This research uses a multidisciplinary approach to understand consumption behavior in online games. The research takes place in Jakarta, Indonesia, and interviews three key opinion leaders in online game communities. This is qualitative research using grounded theory. The results show that microtransactions in online games are driven by the influence of structural and cultural dimensions in a virtual society, in this case, online games. In the context of virtual society, structural dimensions of pressure are found in the form of exploitation by developers and communities. However, online players resist and reconfirm these structural and cultural pressures, such as stopping consumption. So, there is duality in the social structure of virtual society. This adds new perspectives to existing research more concerned with monetization strategy. © 2024 Andika Mahardika, Arthur Josias, Simon Runturambi & Mohamad Dian Revindo; published by UIKTEN. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivs 4.0 License. The article is published with Open Access at https://www.temjournal.com/
Dokumen & Tautan

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