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EXTENDING THE THEORY OF PLANNED BEHAVIOR TO PREDICT REPURCHASE INTENTION AND REUSABLE BEHAVIOR AMONG GENERATION Z Devina Kusuma Sentosa; Michael Ricky Sondak
International Journal of Social Science, Educational, Economics, Agriculture Research and Technology (IJSET) Vol. 5 No. 4 (2026): MARCH
Publisher : RADJA PUBLIKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.20034696

Abstract

This study analyzes the determinants of sustainable consumption behavior among Indonesian Generation Z by extending the Theory of Planned Behavior with Pro-Environmental Self-Identity and Conspicuous Conservation. It examines personal identity, social pressure, perceived behavioral control, and environmental display motives regarding repurchase intention and actual product reuse. Using a quantitative online survey, data were collected from 13-28-year-olds in Indonesia with tumbler experience and analyzed through Structural Equation Modeling. Results indicate that Pro-Environmental Self-Identity strengthens Subjective Norms, while Perceived Behavioral Control is the primary predictor for Repurchase Intention and Reusable Use Behavior. Conversely, Subjective Norms show minimal impact on Repurchase Intention. Conspicuous Conservation has an inconclusive effect on the interaction between Subjective Norms and Repurchase Intention. These findings suggest that for Indonesian Generation Z, personal values and individual self-control outweigh external social pressures in driving sustainable behavior. The study highlights the necessity of developing sustainable consumption practices that minimize barriers related to self-identity and individual agency to foster effective behavioral change.
THE ROLE OF EMOTIONAL ATTACHMENT IN MEDIATING THE INFLUENCE OF PERCEIVED VALUE, PLAYER SATISFACTION, AESTHETIC QUALITY, AND FOMO ON THE INTENTION TO REPURCHASE MOBILE LEGENDS: BANG BANG SKINS Muh.Fauzan Syarief; Michael Ricky Sondak
Multidiciplinary Output Research For Actual and International Issue (MORFAI) Vol. 6 No. 4 (2026): Multidiciplinary Output Research For Actual and International Issue
Publisher : RADJA PUBLIKA

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The development of the digital gaming industry has driven increased consumption of virtual items, including skins in Mobile Legends: Bang Bang. Skins function not only as cosmetic elements but also as a means of self-expression, a status symbol, and a representation of a player's identity in the gaming community. This study aims to analyse the influence of perceived value, player satisfaction, aesthetic quality, and Fear of Missing Out (FOMO) on skin repurchase interest with emotional attachment as a mediating variable. The research used a quantitative approach through an online survey of 390 Mobile Legends: Bang Bang players who had purchased or used skins. Data were analysed using Structural Equation Modelling Partial Least Squares (SEM-PLS) with the help of SmartPLS 4. The results of the study show that perceived value, player satisfaction, aesthetic quality, and FOMO have a positive and significant effect on emotional attachment. In addition, emotional attachment has been shown to positively influence interest in repurchasing skins. The research findings also show that emotional attachment significantly mediates the influence of perceived value, player satisfaction, aesthetic quality, and FOMO on skin repurchase intention. These results indicate that emotional factors have an important role in explaining virtual item consumption behaviour in digital game players. Therefore, game developers need to develop strategies that strengthen players' emotional connections by increasing product value, the quality of the gaming experience, visual quality, and the exclusivity of virtual products.