The Effect Of Digital Marketing, E-Wom, Product Innovation, And Country Of Origin On The Purchase Intention Of International Gamers In Indie Games In Indonesia
Abstract
This study aims to analyze the influence of Digital Marketing, Electronic Word-of-Mouth (e-WOM), Product Innovation, and Country of Origin (COO) on Purchase Intention of international gamers in Indonesian indie games. This study addresses the problem of information asymmetry in digital products by utilizing Signaling Theory and Cue Utilization Theory. This study uses a quantitative design with a sample of 131 international gamer respondents obtained through a purposive sampling technique. Data analysis was conducted using Partial Least Squares Structural Equation Modeling (PLS-SEM) with R software (seminR package). The results show that Digital Marketing, e-WOM, and Product Innovation have a positive and significant effect on Purchase Intention. In contrast, Country of Origin was shown to have no significant effect. These findings indicate that international gamers' purchase intention is more influenced by intrinsic cues (gameplay/innovation) and credible extrinsic cues (reviews/e-WOM) than the developer's country of origin identity. Strategic implications for developers are to focus on gameplay transparency and community reviews
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