Online Gaming: The Linkage on Social Identity and eCommerce
Abstract
Internet network and online games penetration has gotten one of the driving variables for web based business development in Indonesia. Having an enormous populace, Indonesia gives a tremendous market to nearby and global online business. Alongside the advancement of web and web based gaming, the way of life and social behavior also the life styles of today's society in Indonesia has been shifted which demonstrated by the conveniences in using technological advances including in using online payment transaction methods, 48% of users who are between 26-35 years old are using various mobile payment methods for many purposes. This phenomenon describe that Indonesia become a potential target for e-commerce industry, including for gaming industry that utilizing e-commerce in generate revenues from selling games application and its accessories. If this potential can be utilized properly, it will certainly improve the national economy. Gaming business through web based business can offer incredible open doors for monetary development in. With increasing internet penetration, online gaming market is seen as an opportunity with a large potential for e-commerce. Developers across the world are expected to enter the booming online gaming market. This research aim to investigates the role of online gaming in increasing social identity effect to eCommerce, study in web based online community. Dota2 community in Bandung city, taken as samples from populace of Indonesian web based online gaming community. The result reveals that online gaming contribute to the effect of social identity to eCommerce in Indonesia market as much as 79,1%.
Keywords
Full Text:
PDFReferences
Allen, N. J., & Meyer, J. P. (1990). The measurement and antecedents of affective, continuance and normative commitment to the organization. Journal of Occupational Psychology, 63(1), 1–18. https://doi.org/10.1111/j.2044-8325.1990.tb00506.x
Aliaga, M. and Gunderson, B. 2002. Interactive Statistics. Thousand Oaks: Sage. Armstrong.
Barnett, J., & Coulson, M. (2010). Virtually real: A psychological perspective on massively multiplayer online games. Review of General Psychology, 14(2), 167.
Boyd, D. M., & Ellison, N. B. (2007). Social network sites: Definition, history, and scholarship. Journal of computer‐mediated Communication, 13(1), 210-230.
Bucholtz, Mary and Kira Hall.2005.Identity and interaction: a sociocultural linguistic approach. SAGE Journal.Volume: 7 issue: 4-5, page(s): 585-614.
C, K, Laudon., Traver. (2017). E-Commerce 2014, 10th Edition. Pearson.
Creswell, J. W., & Clark, V. L. P. (2017). Designing and conducting mixed methods research. Sage publications.
Clement, C. M., Muzzin, A., Dufton, Q., Ponnampalam, T., Wang, J., Burford, J., ... & Hogg, H. S. (2001). Variable stars in Galactic globular clusters. The Astronomical Journal, 122(5), 2587.
Dholakia, U. M., Bagozzi, R. P., & Pearo, L. K. (2004). A social influence model of consumer participation in network-and small-group-based virtual communities. International journal of research in marketing, 21(3), 241-263.
Engel, J. F., Kegerreis, R. J., & Blackwell, R. D. (1969). Word-of-mouth communication by the innovator. The Journal of Marketing, 15-19.
F. Hair Jr, J., Sarstedt, M., Hopkins, L., & G. Kuppelwieser, V. (2014). Partial least squares structural equation modeling (PLS-SEM) An emerging tool in business research. European Business Review, 26(2), 106-121.
Hennig-Thurau, T., Gwinner, K. P., Walsh, G., & Gremler, D. D. (2004). Electronic word-of-mouth via consumer-opinion platforms: what motivates consumers to articulate themselves on the internet?. Journal of interactive marketing, 18(1), 38-52.
Ho, W., & Sirkar, K. (2012). Membrane handbook. Springer Science & Business Media.
Guegan, Jerome et all. 2015. Why are online games so self-involving: A social identity analysis of massively multiplayer online role-playing games: Social identity analysis of MMORPG. European Journal of Social Psychology 45(3)
Katz, E., & Paul, F. (1955). Lazarsfeld. 1955. personal Influence: The part played by people in the Flow of Mass communications. Glencoe, Illinois: The Free Press. KatzPersonal Influence: The Part Played by People in the Flow of Mass Communication.
McAlexander, J. H., Schouten, J. W., and Koenig, H. F. (2002). Building brand community. Journal of marketing, 66(1), 38-54.
Sandelowski, M. (2000). Combining qualitative and quantitative sampling, data collection, and analysis techniques in mixed-method studies. Research in nursing & health, 23(3), 246-255.
Sukoco, B. M., & Wu, W. Y. (2010). The personal and social motivation of customers participation in brand community. African journal of business management, 4(5), 614-622.
Shen, Y. C., Mueller, G. O., Watanabe, S., Gardner, N. F., Munkholm, A., & Krames, M. R. (2007). Auger recombination in InGaN measured by photoluminescence. Applied Physics Letters, 91(14), 141101.
Sekaran, U., and Bougie, R. (2014). Research Methods for Business. Wiley.
Turban, Efraim. et all. 2008. Electronic Commerce: A Managerial Perspective. Publisher: Pearson Education, New Jersey.
Woisetschläger, D. M., Hartleb, V., & Blut, M. (2008). How to make brand communities work: Antecedents and consequences of consumer participation. Journal of Relationship Marketing, 7(3), 237-256.
Zhou, T. (2011). Understanding online community user participation: a social influence perspective. Internet Research, 21(1), 67–81. http://doi.org/10.1108/10662241111104884
Indonesia-investment (2017). Indonesia Is The World Fastest Growing Mobile Commerce Market. Retrieved from https://www.indonesia-investments.com/business/business-columns/indonesia-is-the-world-s-fastest-growing-mobile-commerce-market/item7802 July 25th, 02.17 PM
DOI: https://doi.org/10.33258/birci.v5i1.4111
Article Metrics
Abstract view : 196 timesPDF - 46 times
Refbacks
- There are currently no refbacks.

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

_.gif)
















_.gif)



