Vol.13, No.4, November 2024.                                                                                                                                                                          ISSN: 2217-8309

                                                                                                                                                                                                                       eISSN: 2217-8333

 

TEM Journal

 

TECHNOLOGY, EDUCATION, MANAGEMENT, INFORMATICS

Association for Information Communication Technology Education and Science


What Drives Consumption in Online Games? Homo Socio Interneticus Approach

 

Andika Mahardika, Arthur Josias Simon Runturambi, Mohamad Dian Revindo

 

© 2024 Andika Mahardika, published by UIKTEN. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License. (CC BY-NC-ND 4.0)

 

Citation Information: TEM Journal. Volume 13, Issue 4, Pages 2977-2987, ISSN 2217-8309, DOI: 10.18421/TEM134-32, November 2024.

 

Received: 30 April 2024.

Revised: 03 September 2024.
Accepted: 14 October 2024.
Published: 27 November 2024.

 

Abstract:

 

The current development of online gaming technology can facilitate social interaction, forming a virtual society. This social interaction is continued with economic interaction, namely the consumption of online games. This research uses a multidisciplinary approach to understand consumption behavior in online games. The research takes place in Jakarta, Indonesia, and interviews three key opinion leaders in online game communities. This is qualitative research using grounded theory. The results show that microtransactions in online games are driven by the influence of structural and cultural dimensions in a virtual society, in this case, online games. In the context of virtual society, structural dimensions of pressure are found in the form of exploitation by developers and communities. However, online players resist and reconfirm these structural and cultural pressures, such as stopping consumption. So, there is duality in the social structure of virtual society. This adds new perspectives to existing research more concerned with monetization strategy.

 

Keywords –Interneticus, community, consumption, virtual, games.

 

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