A Study of Player Behavior And Social Influences to Purchase Intention Mobile Legends: Bang Bang In-Game Item

  • Windu Praditiyo Subarkah Universitas Muhammadiyah Ponorogo, Indonesia
  • Adi Santoso Universitas Muhammadiyah Ponorogo, Indonesia https://orcid.org/0000-0002-9346-5469
  • Wahna Widhianingrum Universitas Muhammadiyah Ponorogo, Indonesia
Abstract Views: 603 times
PDF Downloads: 306 times
Keywords: Player behavior, Social influences, Purchase intention, Mobile Legends, Uses and gratifications, Multiplayer Online Battle Arena


Purpose: This quantitative study aims to analyze the interest in buying items and skins in the online game Mobile Legends in Indonesia, especially in East Java Province by looking at the psychological and social factors of game players. Player behavior is a psychological factor and social factors are social influence variables.

Design/methodology/approach: The number of samples in this study was 310, the sampling method used purposive sampling. Respondents are active Mobile Legends game players who have participated in answering our research questionnaire. The data collection method uses online questionnaire distribution using Google Forms. Measurement of data using answers with a Likert scale of 1 to 10 with 1 point strongly disagree and 10 points strongly agree. Data were analyzed using the PLS-SEM method using Smart PLS 3.0 software.

Findings: Player behavior includes achievement, challenge, escapism, and social interaction. Social influences consist of network externality and community involvement. The results of our research show that player behavior consists of achievement, challenge, escapism, and social influences such as network externality, and community involvement have a significant positive effect on Purchase Intention.

Originality/value: This study explores the purchase intention of virtual item in the mobile legends game using the uses and gratifications theory (U&G). The application of U&G theory is seen from the behavior of the players. Social influences is also applied to see the influence from outside the players.


Download data is not yet available.


Aggarwal, S., Saluja, S., Gambhir, V., Gupta, S., & Satia, S. P. S. (2020). Predicting the likelihood of psychological disorders in PlayerUnknown's Battlegrounds (PUBG) players from Asian countries using supervised machine learning. Addictive Behaviors, 101, 106132. https://doi.org/10.1016/j.addbeh.2019.106132

Alha, K., Koskinen, E., Paavilainen, J., & Hamari, J. (2014). Free-to-Play Games : Professionals ’ Perspectives. In Proceedings of Nordic Digra 2014.

Alhabash, S., Chiang, Y. H., & Huang, K. (2014). MAM & U&G in Taiwan: Differences in the uses and gratifications of Facebook as a function of motivational reactivity. Computers in Human Behavior, 35, 423–430. https://doi.org/10.1016/j.chb.2014.03.033

Alhassan, M. D., Kolog, E. A., & Boateng, R. (2020). Effect of gratification on user attitude and continuance use of mobile payment services: a developing country context. Journal of Systems and Information Technology, 22(4), 353–380. https://doi.org/10.1108/JSIT-01-2020-0010

Azwar, A., Hamria, H., & Kaharu, M. N. S. (2020). Game Edukasi Pengenalan Teknologi Informasi Dan Komunikasi Berbasis Android. Jurnal Ilmiah Informatika, 8(02), 141–150. https://doi.org/10.33884/jif.v8i02.2481

Bai, Y., Yao, Z., & Dou, Y. F. (2015). Effect of social commerce factors on user purchase behavior: An empirical investigation from renren.com. International Journal of Information Management, 35(5), 538–550. https://doi.org/10.1016/j.ijinfomgt.2015.04.011

Barseli, M., & Sriwahyuningsih, V. (2023). Game online mobile legends sebagai pemicu turunnya motivasi belajar siswa. 9(1), 164–169.

Bueno, S., Gallego, M. D., & Noyes, J. (2020). Uses and gratifications on augmented reality games: An examination of pokémon go. Applied Sciences (Switzerland), 10(5), 1–13. https://doi.org/10.3390/app10051644

Chang, I. C., Liu, C. C., & Chen, K. (2014). The effects of hedonic/utilitarian expectations and social influence on continuance intention to play online games. Internet Research, 24(1), 21–45. https://doi.org/10.1108/IntR-02-2012-0025

Chen, K., Chen, J. V., & Ross, W. H. (2010). Antecedents of online game dependency: The implications of multimedia realism and uses and Gratifications theory. In Journal of Database Management (Vol. 21, Issue 2). https://doi.org/10.4018/jdm.2010040104

Chuang, Y.-W. (2015). Toward an Understanding of Uses and Gratifications Theory and the Sense of Virtual Community on Knowledge Sharing in Online Game Communities. International Journal of Information and Education Technology, 5(6), 472–476. https://doi.org/10.7763/ijiet.2015.v5.552

Chuang, Y. (2020). Promoting Consumer Engagement in Online Gaming Communities through Virtual Experience and Social Identity. MDPI, 12(3). https://doi.org/https://doi.org/10.3390/su12030855

Cleghorn, J., & Griffiths, M. D. (2019). Why do gamers buy “ virtual assets ”? An insight in to the psychology behind purchase behavior Why do gamers buy ‘ virtual assets ’? An insight in to the psychology behind purchase behaviour International Gaming Research Unit , Psychology Division Notting. July, 98–117.

Dachyar, M., & Banjarnahor, L. (2017). Factors influencing purchase intention towards. Intangible Capital, 13(5), 946–966.

Danjing Zhou. (2019). Consumer Insights: Gamers in Indonesia. Www.Newzoo.Com. https://newzoo.com/insights/articles/insights-into-the-indonesian-games-market

Dewi, E. R., Bundu, P., & Tahmir, S. (2016). The influence of the antecedent variable on the teachers’ performance through achievement motivation in senior high school. International Journal of Environmental and Science Education, 11(12), 5613–5618. https://doi.org/10.12973/ijese.2016.912a

Dharmesti, M., Dharmesti, T. R. S., Kuhne, S., & Thaichon, P. (2019). Understanding online shopping behaviours and purchase intentions amongst millennials. Young Consumers, 22(1), 152–167. https://doi.org/10.1108/YC-12-2018-0922

Fauziawati, W. (2015). Upaya Mereduksi Kebiasaan Bermain Game Online Melalui Teknik Diskusi Kelompok. PSIKOPEDAGOGIA Jurnal Bimbingan Dan Konseling, 4(2), 115. https://doi.org/10.12928/psikopedagogia.v4i2.4483

Firdaus, A. S., & Rahadi, R. A. (2021). Conceptual Model for Factors That Influence Purchase Intention of In-game Purchase in Freemium Mobile Game. International Journal of Accounting, Finance and Business, 6(32), 74–87.

Fox, J., Gilbert, M., & Tang, W. Y. (2018). Player experiences in a massively multiplayer online game: A diary study of performance, motivation, and social interaction. New Media and Society, 20(11), 4056–4073. https://doi.org/10.1177/1461444818767102

Gao, L., & Bai, X. (2014). An empirical study on continuance intention of mobile social networking services: Integrating the IS success model, network externalities and flow theory. Asia Pacific Journal of Marketing and Logistics, 26(2), 168–189. https://doi.org/10.1108/APJML-07-2013-0086

Ghazali, E. M., Al Halbusi, H., Abdel Fattah, F. A. M., Hossain Uzir, M. U., Mutum, D. S., & Tan, F. L. (2022). A study of player behavior and motivation to purchase Dota 2 virtual in game items. Kybernetes. https://doi.org/10.1108/K-08-2021-0678

Ghazali, E., Mutum, D. S., & Woon, M. Y. (2018). Exploring player behavior and motivations to continue playing Pokémon GO. Information Technology and People, 32(3), 646–667. https://doi.org/10.1108/ITP-07-2017-0216

Ghimire, R., & Skinner, J. (2019). The relationship between length of community tenure and residents’ volunteering at community events: Results from the Metro Atlanta Speaks Survey. Journal of Rural Social Sciences, 34(2), 3.

Giardina, A., Starcevic, V., King, D. L., Schimmenti, A., Di Blasi, M., & Billieux, J. (2021). Research Directions in the Study of Gaming-Related Escapism: a Commentary to Melodia, Canale, and Griffiths (2020). International Journal of Mental Health and Addiction, 0123456789. https://doi.org/10.1007/s11469-021-00642-8

Golder, S. A., & Macy, M. W. (2014). Digital footprints: Opportunities and challenges for online social research. Annual Review of Sociology, 40, 129–152. https://doi.org/10.1146/annurev-soc-071913-043145

Gong, X., Zhang, K. Z. K., Chen, C., Cheung, C. M. K., & Lee, M. K. O. (2020). What drives self-disclosure in mobile payment applications? The effect of privacy assurance approaches, network externality, and technology complementarity. Information Technology and People, 33(4), 1174–1213. https://doi.org/10.1108/ITP-03-2018-0132

Ha, H. Y., & Janda, S. (2014). The effect of customized information on online purchase intentions. Internet Research, 24(4), 496–519. https://doi.org/10.1108/IntR-06-2013-0107

Hagstrom, D., & Kaldo, V. (2014). Escapism among players of MMORPGs-conceptual clarification, its relation to mental health factors, and development of a new measure. Cyberpsychology, Behavior, and Social Networking, 17(1), 19–25. https://doi.org/10.1089/cyber.2012.0222

Hakim, M. L., & Indarwati, T. A. (2022). Pengaruh Influencer Marketing dan Nilai Emosional terhadap Niat Beli Produk Virtual Skin Pada Game Mobile Legends : Bang Bang. Jurnal Ilmu Manajemen, 10(1), 199–209.

Hamari, J. (2015). Why do people buy virtual goods? Attitude toward virtual good purchases versus game enjoyment. International Journal of Information Management, 35(3), 299–308. https://doi.org/10.1016/j.ijinfomgt.2015.01.007

Hamari, J., Alha, K., Järvelä, S., Kivikangas, J. M., Koivisto, J., & Paavilainen, J. (2017). Why do players buy in-game content? An empirical study on concrete purchase motivations. Computers in Human Behavior, 68, 538–546. https://doi.org/10.1016/j.chb.2016.11.045

Hamari, J., Malik, A., Koski, J., & Johri, A. (2019). Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games? International Journal of Human-Computer Interaction, 35(9), 804–819. https://doi.org/10.1080/10447318.2018.1497115

Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, 170–179. https://doi.org/10.1016/j.chb.2015.07.045

Haque, A., Anwar, N., Yasmin, F., Sarwar, A., Ibrahim, Z., & Momen, A. (2015). Purchase intention of foreign products: A study on Bangladeshi consumer perspective. SAGE Open, 5(2), 1–12. https://doi.org/10.1177/2158244015592680

Hardina, A. F., & Irwansyah, I. (2021). Uses and Gratifications : Twitter Tetap Menjadi Primadona. Jurnal Lensa Mutiara Komunikasi, 5(2), 39–48. https://doi.org/10.51544/jlmk.v5i2.1677

Hellstrom, C., Nilsson, K. W., Leppert, J., & Slund, C. (2012). Influences of motives to play and time spent gaming on the negative consequences of adolescent online computer gaming. Computers in Human Behavior, 28(4), 1379–1387. https://doi.org/10.1016/j.chb.2012.02.023

Hsiao, K. L., & Chen, C. C. (2016). What drives in-app purchase intention for mobile games? An examination of perceived values and loyalty. Electronic Commerce Research and Applications, 16, 18–29. https://doi.org/10.1016/j.elerap.2016.01.001

Hsieh, J. K., & Tseng, C. Y. (2018). Exploring social influence on hedonic buying of digital goods - Online games’ virtual items. Journal of Electronic Commerce Research, 19(2), 164–185.

Hsu, L. C. (2017). Investigating community members’ purchase intention on Facebook fan page: From a dualistic perspective of trust relationships. Industrial Management and Data Systems, 117(5), 766–800. https://doi.org/10.1108/IMDS-05-2016-0180

Humaizi, M. . (2018). Uses and Gratifications Theory. In M. . Dr. Humaizi (Ed.), USU Press.

Hussain, R., & Ali, M. (2015). Effect of Store Atmosphere on Consumer Purchase Intention. International Journal of Marketing Studies, 7(2), 35–43. https://doi.org/10.5539/ijms.v7n2p35

Jamil, R. A., & Hassan, S. R. ul. (2014). Influence of celebrity endorsement on consumer purchase intention for existing products: a comparative study. Journal of Management Info, 1(4), 1–8. https://doi.org/10.31580/jmi.v4i1.18

Jang, M., Lee, R., & Yoo, B. (2021). Does fun or freebie increase in-app purchase?: Analyzing effects of enjoyment and item experience intention to purchase mobile game contents. Information Systems and E-Business Management, 19(2), 439–457. https://doi.org/10.1007/s10257-019-00420-z

Jauk, E., Benedek, M., & Neubauer, A. C. (2014). The road to creative Achievement: A latent variable model of ability and personality predictors. European Journal of Personality, 28(1), 95–105. https://doi.org/10.1002/per.1941

Jin, C. H. (2014). The role of users’ motivations in generating social capital building and subjective well-being: The case of social network games. Computers in Human Behavior, 39, 29–38. https://doi.org/10.1016/j.chb.2014.06.022

Jin, W., Sun, Y., Wang, N., & Zhang, X. (2017). Why users purchase virtual products in MMORPG? An integrative perspective of social presence and user engagement. https://doi.org/http://dx.doi.org/10.1108/IntR-04-2016-0091

Joshi, S., Arindom, R., Dikshit, T., Anish, B., Deep, A. G., & Pallav, P. (2015). Conceptual paper on factors affecting the attitude of senior citizens towards purchase of smartphones. Indian Journal of Science and Technology, 8(12), 83–89. https://doi.org/10.17485/ijst/2015/v8i

Kaczmarek, L. D., & Drazkowski, D. (2014). MMORPG escapism predicts decreased well-being: Examination of gaming time, game realism beliefs, and online social support for offline problems. Cyberpsychology, Behavior, and Social Networking, 17(5), 298–302. https://doi.org/10.1089/cyber.2013.0595

Kaur, P., Dhir, A., Chen, S., Malibari, A., & Almotairi, M. (2020). Why do people purchase virtual goods? A uses and gratification (U&G) theory perspective. Telematics and Informatics, 53(January 2020), 101376. https://doi.org/10.1016/j.tele.2020.101376

Kim, H. W., Gupta, S., & Koh, J. (2011). Investigating the Intention to purchase digital items in social networking communities: A customer value perspective. Information and Management, 48(6), 228–234. https://doi.org/10.1016/j.im.2011.05.004

Kim, Y. Y., & Kim, M. H. (2017). The impact of social factors on excessive online game usage, moderated by online self-identity. Cluster Computing, 20(1), 569–582. https://doi.org/10.1007/s10586-017-0747-1

Kokkinakis, A. V., Lin, J., Pavlas, D., & Wade, A. R. (2016). What’s in a name? Ages and names predict the valence of social interactions in a massive online game. Computers in Human Behavior, 55, 605–613. https://doi.org/10.1016/j.chb.2015.09.034

Latifah, U., & Kristiana, N. (2021). Analisis Visual Karakter Gatotkaca Dalam Game Mobile Legends Bang Bang. Visualita Jurnal Online Desain Komunikasi Visual, 9(2), 15. https://doi.org/10.34010/visualita.v9i2.3449

Lee, J., Kim, J., & Choi, J. Y. (2019). The adoption of virtual reality devices: The technology acceptance model integrating enjoyment, social interaction, and strength of the social ties. Telematics and Informatics, 39, 37–48. https://doi.org/10.1016/j.tele.2018.12.006

Lee, Y. C. (2017). Effects of branded e-stickers on purchase intentions: The perspective of social capital theory. Telematics and Informatics, 34(1), 397–411. https://doi.org/10.1016/j.tele.2016.06.005

Leiner, D. J., Kobilke, L., Rueß, C., & Brosius, H. B. (2018). Functional domains of social media platforms: Structuring the uses of Facebook to better understand its gratifications. Computers in Human Behavior, 83, 194–203. https://doi.org/10.1016/j.chb.2018.01.042

Lemmens, J. S., Valkenburg, P. M., & Gentile, D. A. (2015). The internet gaming disorder scale. Psychological Assessment, 27(2), 567–582. https://doi.org/10.1037/pas0000062

Leviten-Reid, C., & Campbell, R. (2016). Volunteer roles and the benefits of volunteering: An examination of nonprofit housing cooperatives. Community Development, 47(4), 464–480. https://doi.org/10.1080/15575330.2015.1134609

Li, H., Liu, Y., Xu, X., Heikkilä, J., & Van Der Heijden, H. (2015). Modeling hedonic is continuance through the uses and gratifications theory: An empirical study in online games. Computers in Human Behavior, 48, 261–272. https://doi.org/10.1016/j.chb.2015.01.053

Lim, W. M. (2017). Untangling the relationships between consumer characteristics, shopping values, and behavioral Intention in online group buying. Journal of Strategic Marketing, 25(7), 547–566. https://doi.org/10.1080/0965254X.2016.1148767

Lin, J. S., Chen, K. J., & Sung, Y. (2018). Understanding the Nature, Uses, and Gratifications of Social Television: Implications for Developing Viewer Engagement and Network Loyalty. Journal of Broadcasting and Electronic Media, 62(1), 1–20. https://doi.org/10.1080/08838151.2017.1402904

Liu, H. J., & Shiue, Y. C. (2014). Influence of Facebook game players’ behavior on flow and purchase intention. Social Behavior and Personality, 42(1), 125–133. https://doi.org/10.2224/sbp.2014.42.1.125

Loureiro, S. M. C., Guerreiro, J., & Japutra, A. (2021). How escapism leads to behavioral Intention in a virtual reality store with background music? Journal of Business Research, 134(May), 288–300. https://doi.org/10.1016/j.jbusres.2021.05.035

Luvena, F., Maureen, V., & Lesmana, F. (2019). Uses and Gratifications of Genta Magazines Among Petra Christian University’S Student. Bricolage : Jurnal Magister Ilmu Komunikasi, 5(01), 001. https://doi.org/10.30813/bricolage.v5i01.1739

Ma, S. (2017). Fast or free shipping options in online and omni-channel retail? The mediating role of uncertainty on satisfaction and purchase intentions. International Journal of Logistics Management, Vol. 28(No. 4), 1099–1122.

Maxentia, R., & Rahmandani, A. (2022). Hubungan Antara Escapism Dengan Kecenderungan Kecanduan Game Online Pada Anggota Komunitas Esport X Semarang. Jurnal EMPATI, 10(5), 334–339. https://doi.org/10.14710/empati.2021.32935

Melodia, F., Canale, N., & Griffiths, M. D. (2020). The Role of Avoidance Coping and Escape Motives in Problematic Online Gaming: A Systematic Literature Review. International Journal of Mental Health and Addiction, 20(2), 996–1022. https://doi.org/10.1007/s11469-020-00422-w

Merhi, M. I. (2016). Towards a framework for online game adoption. Computers in Human Behavior, 60, 253–263. https://doi.org/10.1016/j.chb.2016.02.072

Mirabi, V., Akbariyeh, H., & Tahmasebifard, H. (2015). A Study of Factors Affecting on Customers Purchase Intention Case Study : the Agencies of Bono Brand Tile in Tehran. Journal of Multidisciplinary Engineering Science and Technology (JMEST), 2(1), 267–273.

Noor, N. A. M., & Muhammad, A. (2019). The influences of attitude, social influence and price consciousness in promoting consumers' Intention to purchase counterfeit products. International Journal of Supply Chain Management, 8(1), 683–689.


Putri, D. W., & Utama, L. (2021). Pengaruh Persepsi Kualitas, Pengaruh Sosial, Dan Kebutuhan Akan Keunikan Terhadap Minat Pembelian Konsumen Luxury Brand Pada Generasi Y. Jurnal Manajerial Dan Kewirausahaan, 3(1), 176. https://doi.org/10.24912/jmk.v3i1.11302

Quinn, K. (2016). Why We Share: A Uses and Gratifications Approach to Privacy Regulation in Social Media Use. Journal of Broadcasting and Electronic Media, 60(1), 61–86. https://doi.org/10.1080/08838151.2015.1127245

Rahman, B. (2017). Peran Teknologi Game Berthema Simulasi Pembangunan Kota Terhadap Persepsi Pembentukan Penataan Pola Ruang Kota. Seminar Nasional Smart City, 1(1), 123–134.

Rasoolimanesh, S. M., Jaafar, M., Kock, N., & Ahmad, A. G. (2017). The effects of community factors on residents’ perceptions toward World Heritage Site inscription and sustainable tourism development. Journal of Sustainable Tourism, 25(2), 198–216. https://doi.org/10.1080/09669582.2016.1195836

Santosa, N. A., & Sundari, L. P. ratna. (2018). Hubungan antara durasi bermain game online dengan gangguan tajam penglihatan pada anak sekolah menengah pertama (SMP) di kota Denpasar. E--Jurnal Medika, 7(8), 1–12. https://ojs.unud.ac.id

Saputra, A. (2019). Survei Penggunaan Media Sosial Di Kalangan Mahasiswa Kota Padang Menggunakan Teori Uses and Gratifications. Baca: Jurnal Dokumentasi Dan Informasi, 40(2), 207. https://doi.org/10.14203/j.baca.v40i2.476

Sari, I. P., & Nurwahyuni. (2022). Jurnal Cakrawala Pendas DAMPAK GAME ONLINE MOBILE LEGENDS TERHADAP. 8(4), 1038–1046.

Shelton, A. K. (2010). Defining the lines between virtual and real world purchases: Second Life sells, but who’s buying? Computers in Human Behavior, 26(6), 1223–1227. https://doi.org/10.1016/j.chb.2010.03.019

Shen, X. L., Li, Y. J., Sun, Y., Chen, Z., & Wang, F. (2019). Understanding the role of technology attractiveness in promoting social commerce engagement: Moderating effect of personal interest. Information and Management, 56(2), 294–305. https://doi.org/10.1016/j.im.2018.09.006

Souza, L. L. F. de, & Freitas, A. A. F. de. (2017). Consumer behavior of electronic games’ players: a study on the intentions to play and to pay. Revista de Administração (São Paulo), 52(4), 419–430. https://doi.org/https://doi.org/10.1016/j.rausp.2017.08.004

Sutrisno, F. R. (2020). Pengaruh Iklan, Lingkungan Sosial Dan Harga TerhadapKeputusan Pembelian Item Game Mobile Legends PadaMahasiswa Stiesia Surabaya. Jurnal Ilmu Dan Riset Manajemen.

Theodori, G. L., & Robinson, C. S. (2019). A note on religious participation and community involvement. Community Development, 50(4), 484–493. https://doi.org/10.1080/15575330.2019.1642924

Tyran, J., & Chomatek, L. (2021). Influence of outliers in MOBA games winner prediction. Procedia Computer Science, 192(2019), 1973–1981. https://doi.org/10.1016/j.procs.2021.08.203

Ullah, R., & Khan, P. D. A. U. (2017). Role of FM Radio in Education (A Case Study of FM Radio in Peshawar). J. Soc. Sci, 3(3), 9–16.

Vahlo, J., & Karhulahti, V. M. (2020). Challenge types in gaming validation of video game challenge inventory (CHA). International Journal of Human Computer Studies, 143(June), 102473. https://doi.org/10.1016/j.ijhcs.2020.102473

Wang, L., Yan, Q., & Chen, W. (2019). Drivers of purchase behavior and post-purchase evaluation in the Singles’ Day promotion. Journal of Consumer Marketing, 36(6), 835–845. https://doi.org/10.1108/JCM-08-2017-2335

Warouw, E. F. H. (2014). Analyzing the Consumer Purchasing Intention of Virtual Goods in Online Game. Jurnal Riset Ekonomi, Manajemen, Bisnis Dan Akuntansi, 2(3), 1162–1172.

Wei, P. S., & Lu, H. P. (2014). Why do people play mobile social games? An examination of network externalities and of uses and gratifications. Internet Research, 24(3), 313–331. https://doi.org/10.1108/IntR-04-2013-0082

Wijaya, C. V., & Paramita, S. (2019). Komunikasi Virtual dalam Game Online (Studi Kasus dalam Game Mobile Legends). Koneksi, 3(1), 261. https://doi.org/10.24912/kn.v3i1.6222

Wu, J. H., Wang, S. C., & Tsai, H. H. (2010). Falling in love with online games: The uses and gratifications perspective. Computers in Human Behavior, 26(6), 1862–1871. https://doi.org/10.1016/j.chb.2010.07.033

Yang, L., & Mao, M. (2014). Antecendents of online group buying behavior: From price leverage and crowd effect perspectives. Proceedings - Pacific Asia Conference on Information Systems, PACIS 2014.

Younus, S., Rasheed, F., & Zia, A. (2015). Identifying the Factors Affecting Customer Purchase Intention. Global Journal of Management and Business Research: Administration and Management, 15(2), 1–6.

Yulius, R. (2017). Analisis Perilaku Pengguna dalam Pembelian Item Virtual pada Game Online. Journal of Animation & Games Studies, 3(1), 1. https://doi.org/10.24821/jags.v3i1.1582

Zhang, H., Zhang, K. Z. K., Lee, M. K. O., & Feng, F. (2015). Information Technology & People Brand loyalty in enterprise microblogs : influence of community commitment , IT habit , and participation Article information : To cite this document : About Emerald www.emeraldinsight.com. Information Technology & People.

Zhao, L., & Lu, Y. (2012). Enhancing perceived interactivity through network externalities: An empirical study on micro-blogging service satisfaction and continuance intention. Decision Support Systems, 53(4), 825–834. https://doi.org/10.1016/j.dss.2012.05.019

Zhou, T. (2015). The effect of network externality on mobile social network site continuance. Program, 49(3), 289–304. https://doi.org/10.1108/PROG-10-2014-0078

How to Cite
Subarkah, W. P., Santoso, A., & Widhianingrum, W. (2023). A Study of Player Behavior And Social Influences to Purchase Intention Mobile Legends: Bang Bang In-Game Item. Journal of Entrepreneurship and Business, 4(3), 138-158. https://doi.org/10.24123/jeb.v4i3.5639