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Determinants of In-App Purchase Behavior in Augmented Reality Mobile Games: An Empirical Study of Pokémon Go Players in Indonesia Indra Raga Cahyamukti; Utomo Sarjono Putro
Journal Integration of Social Studies and Business Development Vol. 3 No. 2 (2025)
Publisher : Integrasi Sains Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58229/jissbd.v3i2.434

Abstract

In-app purchases (IAPs) are the primary revenue source for mobile games; however, sustaining player spending remains challenging, particularly in augmented reality (AR) games in emerging markets. While prior studies have examined IAP behavior in conventional mobile games, empirical evidence in AR contexts remains limited. This study investigates the determinants of in-app purchase intention among Pokémon GO players in Indonesia by integrating the Theory of Planned Behavior with expectation-confirmation and price fairness perspectives, while incorporating event design as a contextual factor. By positioning event design as a contextual antecedent within the Theory of Planned Behavior framework, this study extends prior TPB applications in mobile gaming by capturing how event-based features shape attitudinal and control-related evaluations in AR games. Data were collected via an online survey of 337 Indonesian players who had made at least one in-app purchase in the previous 12 months. The proposed research model was analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM). The results indicate that attitude toward purchase is the strongest predictor of purchase intention, followed by perceived behavioral control and subjective norm. Event design and price fairness significantly influence attitude toward purchase, while event design also enhances perceived behavioral control. In contrast, expectation confirmation does not have a significant effect on attitude toward purchase. The findings highlight the importance of event-based value delivery and perceived fairness in sustaining monetization in AR mobile games.
DIAGNOSING TELKOMSEL MOBILE REVENUE UNDERPERFORMANCE FOLLOWING FIXED-MOBILE CONVERGENCE INTEGRATION Pingkan Reinne Ticoalu; Utomo Sarjono Putro
International Journal of Economic, Business, Accounting, Agriculture Management and Sharia Administration (IJEBAS) Vol. 6 No. 4 (2026): August
Publisher : CV. Radja Publika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.21333487

Abstract

In July 2023, Telkom merged the B2C business of IndiHome into Telkomsel, creating the largest Fixed-Mobile Convergence (FMC) operator in Indonesia and is expected to drive growth through convergence synergies. However, despite the increase in consolidated revenue after the merger, the performance of Telkomsel’s core mobile business was deteriorating. Mobile revenue fell, ARPU was flat and RPMB declined, even as the customer base expanded and data consumption grew. This study investigates whether the decline was caused by industry-wide circumstances or a company-specific execution gap. The analysis is based on a qualitative case study approach, using publicly available data from 2021-2024, combining PESTEL, Porter’s Five Forces, competitor benchmarking, revenue driver performance diagnostic, Marketing Mix analysis, Kepner-Tregoe Problem Analysis and Cause Mapping. The results show that the fall was mainly due to internal monetization problems rather than declining demand or network competitiveness. The three root causes were: Pricing strategy prioritizing traffic growth over value capture; Revenue dilution from OTT substitution and revenue sharing business scheme; and FMC monetization gap limiting synergy realization. The study concludes that recovery depends on monetization discipline, better execution of convergence and better capture of value from digital services, not pursuing new sources of competitive advantage.