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The Effect of Game Addiction and Perceived Value on App Purchase Intention of Roblox Game Players in Indonesia Nabil Zidane Al-Munir; Hisbulloh Edgaritoh; Rayhan Aimar Nawawi; I Gusti Bagus Prabu Vedayana Priharta; Muhammad Fajar Wahyudi Rahman
Journal of Digital Business and Innovation Management Vol. 5 No. 1 (2026): June 2026
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jdbim.v5i1.74095

Abstract

The freemium model has positioned in-app purchases as a primary monetization mechanism in digital games, including Roblox as a user-generated gaming platform. This study examines the effects of game addiction and perceived value on in-app purchase intention among Roblox players in Indonesia. Using a quantitative explanatory approach, data were collected through a cross-sectional survey of Roblox players in Indonesia and analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM). The results show that both game addiction and perceived value have positive and significant effects on in-app purchase intention. However, perceived value exerts a stronger influence than game addiction, indicating that players’ purchasing decisions are more strongly driven by evaluations of enjoyment, social recognition, functional performance, and price fairness rather than addictive engagement alone. These findings contribute to the understanding of digital consumer behavior in user-generated gaming environments and provide insights for value-oriented monetization strategies.
Influence of IP Collaboration and FOMO on Impulse Buying Behavior Hisbulloh Edgaritoh; Ratih Amelia; Riska Dhenabayu; Muhammad Fachmi
Jurnal Mirai Management Vol 11, No 2 (2026)
Publisher : STIE AMKOP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37531/mirai.v11i2.12487

Abstract

The rapid growth of digital technology and social media has transformed the way Millennials and Gen Z make purchasing decisions. This study examines the influence of Intellectual Property (IP) collaboration strategy and Fear of Missing Out (FOMO) on impulse buying behavior in the FamilyMart x Demon Slayer collaboration in Surabaya. Based on the Stimulus-Organism-Response (SOR) framework, brand collaboration acts as a marketing stimulus that enhances attractiveness, uniqueness, and emotional attachment, while FOMO reflects anxiety and urgency to avoid missing rewarding experiences. Impulse buying is defined as spontaneous and emotionally driven purchasing behavior. A quantitative survey method with purposive sampling of 120 respondents was used. Data were analyzed through multiple linear regression. The results show that both IP collaboration strategy and FOMO have positive and significant effects on impulse buying behavior, both partially and simultaneously. This study contributes to understanding how emotional marketing and psychological triggers drive consumer behavior in pop culture-based retail collaborations.