Title: What drives the intention to repurchase digital items in digital games? An integration of uses and gratifications theory and the expectation-confirmation model
Authors: Hilmy Mahfuzra; Achmad Nizar Hidayanto; Ika Chandra Hapsari; Prahastiwi Utari
Addresses: Faculty of Computer Science, Universitas Indonesia, Kampus UI, Depok, West Java, 16424, Indonesia ' Faculty of Computer Science, Universitas Indonesia, Kampus UI, Depok, West Java, 16424, Indonesia ' Faculty of Computer Science, Universitas Indonesia, Kampus UI, Depok, West Java, 16424, Indonesia ' Master Program of Communication Studies, Sebelas Maret University, Ir. Sutami Street, No. 36 A, Surakarta, Indonesia
Abstract: This study aims to investigate the effect of gratification on the intention to repurchase digital items in digital games by extending the expectation-confirmation model in order to include the perceived value. Data obtained from 495 respondents were analysed using structural equation modelling (SEM) with the help of the SmartPLS 3.0 tool. The results of this study indicate that both enjoyment and customisation influence users' intention to repurchase digital items in digital games through satisfaction, while enjoyment, social presence, and social interaction influence users' intention to repurchase digital items in digital games through perceived value. Our results also demonstrate that both satisfaction and perceived value influence users' repurchase intention, which confirms the validity of our extension of the expectation-confirmation model.
Keywords: digital items; digital games; uses and gratification; online game community; repurchase intention; expectation conformation model; structural equation modelling; SEM.
DOI: 10.1504/IJBIS.2019.098245
International Journal of Business Information Systems, 2019 Vol.30 No.3, pp.253 - 276
Received: 13 Dec 2016
Accepted: 13 Jul 2017
Published online: 07 Mar 2019 *