Factors Affecting Repurchase Intention of Digital Products on Online Games in Indonesia
David Chandra Sukma Wibowo1, Evi Rinawati Simanjuntak2
1David Chandra Sukma Wibowo*, Student of Universitas Bina Nusantara, Indonesia.
2Dr. Evi Rinawati Simanjuntak, Faculty Member of Universitas Bina Nusantara, Indonesia.ranti Kumar Myneni*, Department of Architecture, School of Planning and Architecture, Vijayawada, Andhra Pradesh, India.
Manuscript received on June 02, 2020. | Revised Manuscript received on June 17, 2020. | Manuscript published on June 30, 2020. | PP: 14-23 | Volume-4, Issue-10, June 2020. | Retrieval Number: G0681034720/2020©BEIESP | DOI: 10.35940/ijmh.G0681.0641020
Open Access | Ethics and Policies | Cite
© The Authors. Published By: Blue Eyes Intelligence Engineering and Sciences Publication (BEIESP). This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/)
Abstract: Today more and more gamers purchase digital products on the online game. Therefore, the study was conducted to determine the factors that influence repurchase intention on digital online game items on the official website. Factors studied were system, service, and information quality on repurchase intention through utilitarian & hedonic shopping value and customer satisfaction. The data processed through validation, reliability and SEM analysis. From the results the most influence is information quality, where this affects hedonic & utilitarian shopping value, then leads to customer satisfaction and finally to repurchase intention. Based on the results the managerial implication is focused on increasing information with currency dimensions and system quality with accessibility dimensions to increase repurchase intention to purchase digital products.
Keywords: Repurchase intention, product digital, service quality, system quality, information quality.