Pengaruh Influencer Marketing dan Nilai Emosional terhadap Niat Beli Produk Virtual Skin pada Game Mobile Legends: Bang Bang

Authors

  • Mochamad Luqmanul Hakim Universitas Negeri Surabaya
  • Tias Andarini Indarwati Universitas Negeri Surabaya

DOI:

https://doi.org/10.26740/jim.v10n1.p199-209

Keywords:

emotional value, Influencer marketing, mobile legends, online game, purchase intention

Abstract

The development of the online game market is increasfing due to the intensity of internet use and the consumer's need for entertainment. Companies are competing in compete for the market by increasing consumer purchase intentions, one of which is by taking advantage of the presence of influencers and also the emotional value of the consumer. This research has a purpose to determine the influence of influencer marketing and emotional value toward purchase intention. This study used a quantitative research approach, data analysis using the multiple linear regression method with SPSS 25 application. Questionnaires are distributed online to 100 respondents who know Oura and have done Top-up on the Mobile Legends game. It was found in this study that the influencer marketing variable has a significantly positive effect on purchase intention, emotional value also has a significantly positive effect on purchase intention. From this research, Mobile Legend can fill out strategies to increase consumers' purchase intentions through influencers, because Oura as an influencer can provide information that is easy to understand for respondents While the emotional value can increase the purchase intention of Mobile Legends consumers when consumers get the desired Skin.

References

Abidin, C. (2016). “Aren’t These Just Young, Rich Women Doing Vain Things Online?”: Influencer Selfies as Subversive Frivolity. Social media+ society, 2(2), 1-17.

Apiraksattayakul, C., Papagiannidis, S., & Alamanos, E. (2017). Shopping via Instagram: The influence of perceptions of value, benefits and risks on purchase intentions. International Journal of Online Marketing (IJOM), 7(4), 1-20.

Armstrong, G., Kotler, P. (2014). Principles of Marketing. Jerman: Pearson.

Aryudi, Y. B. (2021). Analisis Pengaruh Perceived Value, fPromosi Penjualan dan Influencer Marketing terhadap Minat Pembelian (Studi Pada Pengguna Aplikasi Video Game Gratis). Jurnal Ilmiah Mahasiswa FEB, 9(2). 1-18.

Asshidin, N.H.N., Abidin, N., & Borhan B, H. (2016). “Perceived Quality and Emotional Value That Influence Consumer‟S Purchase Intention Towards American and Local Products “Procedia Economic and Finance, Vol 35, 639–643.

Basri. (2020). WFH di Tengah Pandemi COVID-19 WFH di Tengah Pandemi COVID-19. (https://www.djkn.kemenkeu.go.id/kpknl-jakarta1/baca-artikel/13177/WFH-di-Tengah-Pandemi-COVID-19.html. Diakses pada 12 Desember 2021).

Candan, B., Ünal, S., & Erciş, A. (2013). Analysing the Relationship Between Consumption Values and Brand Loyalty of Young People: A Study on Personal Care Products. European Journal of Research on Education, 2013, Special Issue: Human Resource Management. 29-46.

Clement, J. (2021). Mobile Legends: Bang Bang IAP revenue worldwide 2015-2021. (https://www.statista.com/statistics/1089412/mobile-legends-player-spending/. Diakses pada 12 Desember 2021).

Edu, Heylaw. (2021). Aturan Jual Beli Virtual Property pada Game ‘Mobile Legend’: Player ML Wajib Tahu! (https://heylawedu.id/blog/aturan-jual-beli-virtual-property-pada-game-mobile-legend-player-ml-wajib-tahu. Diakses pada 13 Desember 2021).

Evanido, Akbar. (2020). Tren Belanja Voucer Game Meningkat Kala Pandemi Covid-19. (https://teknologi.bisnis.com/read/20200623/564/1256315/tren-belanja-voucergame- meningkat- kala-pandemi-covid-19. Diakses pada 12 Desember 2021).

Febriyansah, Randy Fauzi. (2020). Jumlah Gamer Indonesia Tumbuh, Masa Depan Cerah Buat Industri Esports? (https://nextren.grid.id/read/012284184/jumlah-gamerindonesia- tumbuh-masa-depan-cerah-buat-industriesports?page=all. Diakses pada 12 Desember 2021).

Ferdinand. (2002). Manajemen Pemasaran. Jakarta: Erlangga.

Gogoi, B. (2013). Study of Antecedents of Purchase Intention and Its Effect On Brand Loyalty of Private Label Brand of Apparel. International Journal of Sales & Marketing, 3(2), 73-86.

Hair, J.F. (2019). Multivariate Data Analysis (eight edition). United Kingdom: Cengage Learning, EMEA.

Hariyanti, N. T., & Wirapraja, A. (2018). Pengaruh Influencer Marketing sebagai Strategi Pemasaran Digital Era Moderen (Sebuah Studi Literatur). Eksekutif, 15(1), 133-146.

Hayes, N., Brown, D. (2008). Influencer Marketing: Who Really Influences Your Customers?. Italia: Elsevier/Butterworth-Heinemann.

Izzulhaq, Tegar. (2021). Tantangan terhadap Perkembangan Komunitas Mobile Legends di Indonesia. (https://kumparan.com/tegar-izzulhaq/tantangan-terhadap-perkembangan-komunitas-mobile-legends-di-indonesia-1x7yRZvTIy9. Diakses pada 12 Desember 2021).

Kominfo. (2020). Penggunaan Internet Naik 40% Saat Bekerja dan Belajar dari Rumah. (https://kominfo.go.id/content/detail/25881/penggunaan-internet-naik-40-saat-bekerja-dan-belajar-dari-rumah/0/berita_satker. Diakses pada 12 Desember 2021).

Madahi, A., & Sukati, I. (2012). The Effect of External Factors on Purchase Intention Amongst Young Generation in Malaysia. International Business Research, 5(8), 153-159.

Marwick, A. (2013). They’re Really Profound Women, They’re Entrepreneurs’: Conceptions of Authenticity in Fashion Blogging. In 7th International AIII Conference on Weblogs and Social Media (ICWSM). Cambridge, MA. 1-8.

Mashabi, S. (2020). 6 Bulan Pandemi Covid-19: Catatan tentang PSBB dan Penerapan Protokol Kesehatan.

(https://nasional.kompas.com/read/2020/09/03/09002161/6-bulan-pandemi-covid-19-catatan-tentang-psbb-dan-penerapan-protokol?page=all. Diakses pada 12 Desember 2021).

Miniwatts Marketing Group. (2020). Top 20 Countries in Internet Users vs. Rest of the World June 30, 2019. (https://www.internetworldstats.com/top20.html. Diakses pada 12 Desember 2020).

Mulyana, E.W., & Emelly, E. (2021). Analisis Pengaruh Influencer Sosial Media Terhadap Minat Beli Konsumen Dalam Busana Kasual di Kota Batam. In CoMBInES-Conference on Manaegement Business, Innovation, Education and Social Sciences, 1(1), 1897-1908.

Peng, L., Zhang, W., Wang, X., & Liang, S. (2019). Moderating Effects of Time Pressure on The Relationship Between Perceived Value and Purchase Intention in Social E- Commerce Sales Promotion: Considering The Impact of Product Involvement. Information and Management 56(422), 317–328.

Raza, M., Ahad, M., Shafqat, M., Aurangzaib, M., & Rizwan, M. (2014). The Determinants of Purchase Intention Towards Counterfeit Mobile Phones in Pakistan. Journal of Public Administration and Governance, 4(3), 1–19.

Rien. (2021). Daftar Nama Hero Mobile Legend A-Z Terupdate 2021, Lengkap dengan Role. (https://ggwp.id/media/esports/mobile-legends/hero-mobile-legend-2. Diakses pada 13 Desember 2021).

Saidani, B., Muztahid, M. S., & Haro, A. (2017). The Influence of Perceived Quality, Brand Image, and Emotional Value towards Purchase Intention of Consina Backpack. JRMSI-Jurnal Riset Manajemen Sains Indonesia, 8(1), 1-19.

Shah, R., & Pillai, P. (2012). Consumer’s Environmental Concern & Its Influence on Their Purchase Intention: SEM Approach. International Journal of Management, 2(1). 24-31.

Shun et al. (2007). Customer Perceived Value: The Development of a Multiple Item Scale in Hospitals. Problems and Perspectives in Management, 5(3), 252-268. https://doi.org/10.1016/S0022-4359(01)00041-0.

Sudha, M., & Sheena, K. (2017). Impact of Influencers in Consumer Decision Process: The Fashion Industry. SCMS Journal of Indian Management, 14(3), 14-30.

Sweeney, J. C., & Soutar, G. N. (2001). Consumer Perceived Value: The Development of a Multiple Item Scale. Journal of Retailing, 77(2), 203-220.

Turban, D. C., Turban, E., Lee, J. K., King, D., Liang, T. (2015). Electronic Commerce: A Managerial and Social Networks Perspective. Jerman: Springer International Publishing.

Ulva, N., & Rasyid, R. (2020). Measuring the Digital Marketing Strategies Effectiveness through Social Media in Purchasing Halal Make Up Brands: A Comparative Study (Penelitian Perbandingan: Keefektifan Iklan, Celebrity Endorsement, dan Influencer Marketing dalam Memengaruhi Niat Beli Merk Make-up Halal). JURNAL IPTEKKOM (Jurnal Ilmu Pengetahuan & Teknologi Informasi), 22(1), 95-107.

Utami, W. (2020). Peran Pemoderasi Tekanan Waktu Hubungan Antara Nilai Fungsional dan Nilai Emosional Terhadap Niat Beli Produk Flash Sale. Jurnal Menara Ekonomi: Penelitian dan Kajian Ilmiah Bidang Ekonomi, 6(3), 115-125.

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

Downloads

Published

2022-03-29

How to Cite

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. https://doi.org/10.26740/jim.v10n1.p199-209

Issue

Section

Artikel
Abstract views: 1744 , PDF Downloads: 4175