1 CHAPTER I INTRODUCTION This chapter focuses on the background of the research, discussing the general background of MOBA mobile games and in-app purchases, which includes data, facts, statistics, and trends regarding the mobile gaming industry, specifically MOBA mobile games. From the gathered data, the research problem is discussed, which generated questions regarding the research that are useful to answer the objectives of the research. The purpose of the research with its limitation also being presented in this chapter. Attached below is a flow chart of this chapter outline. Figure 1.1 Chapter I Flow Chart Source: Created by the author for the purpose of this research (2019). 1.1 Research Background Mobile games are popular in this era, indicated by the presence enthusiastic behavior towards mobile phones that combine both mobility and entertainment to satisfy their needs. The growth of operating systems of mobile devices, the presence of dependable internet
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CHAPTER I
INTRODUCTION
This chapter focuses on the background of the research, discussing the general
background of MOBA mobile games and in-app purchases, which includes data, facts,
statistics, and trends regarding the mobile gaming industry, specifically MOBA mobile games.
From the gathered data, the research problem is discussed, which generated questions
regarding the research that are useful to answer the objectives of the research. The purpose of
the research with its limitation also being presented in this chapter. Attached below is a flow
chart of this chapter outline.
Figure 1.1 Chapter I Flow Chart
Source: Created by the author for the purpose of this research (2019).
1.1 Research Background
Mobile games are popular in this era, indicated by the presence enthusiastic behavior
towards mobile phones that combine both mobility and entertainment to satisfy their needs.
The growth of operating systems of mobile devices, the presence of dependable internet
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service provider, and hardware which ensures a high quality mobile devices’ performance,
has been an ideal condition for the mobile gaming industry to make more room for
improvement and increasing competition among the industry (Skobeltcyn & Shen, 2018, 12).
According to Newzoo (2018), mobile devices which facilitate mobile gaming such as
smartphone and tablet were able to contribute approximately around 50% of gaming market
worldwide, which is around $70 billion global revenue. Figure 1.2 below shows the global
games market 2018 report.
For the mobile game developers to gain income from their games, they must apply a
good business model to achieve maximum profitability. There are three major types of
business models that revolves around the mobile gaming industry. These include premium
mobile games, in-app advertisement, and in-app purchase model (Han & Windsor, 2013, 618).
According to Statista (2017), 79% of gaming applications worldwide prefer in-app purchase
as their main source of revenue. In-app purchase is considered to be most popular among
game developers. With the total revenue of $37 billion from in-app purchase in 2017, in-app
purchase overtake both in-app advertising which generate $33 billion and paid-to-play games
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with $29 billion in revenue (Statista, 2017). Furthermore, the revenue generated from mobile
games in worldwide region, has shown constant growth from 2014 to 2019 (refer to figure 1.3
below).
Figure 1.3: Revenue from Mobile Games segment from 2014 to 2019
Source: Statista (2019)
The gaming industry in South-East Asia is considered to be having the fastest growth
within the gaming market. Indonesia has a total of 43.7 million gamers in 2017 with total
revenue of $880 million, making them ranked #16 globally in revenues for gaming. In
addition, revenues from mobile gaming industry in Indonesia has generated around $624
million by the half of 2019 (Statista, 2018).
In mobile gaming, one of the most popular genres in Indonesia is MOBA genre. As an
example, Mobile Legends: Bang Bang is classified as Multiplayer Online Battle Arena
(MOBA) as its genre, a type of game where two teams compete to reach a goal which will
result in a victory to one side of the teams (Tyack, Wyeth, & Johnson, 2016, 313).
Similar to most MOBA mobile games, Mobile Legends: Bang Bang rely upon
purchasing behavior towards the in-app purchasing system in order for the game to make
profit (Mäntymäki & Salo, 2013, 282). The in-app purchase that MOBA mobile games feature
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virtual currency, virtual goods and premium services as its purchasable features. The growth
in the mobile game industry is unquestionable, especially with the technological advancement
in developing countries, giving access to new users as time goes by.
However, mobile game developers are faced with the problem of where the users who
are able to freely download their games have the possibility to be reluctant towards doing any
in-app purchase or transaction inside their game (Han & Windsor, 2013, 618). Furthermore,
if a user decides to not make any in-app purchase in the game, there is a high possibility that
the user refuses to adopt the in-app purchase system of the game (Guo & Barnes, 2011, 306).
According to KumparanTECH (2017) Mobile Legends: Bang Bang managed to capture eight
million daily active users. Meanwhile, in 2017 they only managed to generate a total of $5.3
million in revenue (Lopez, 2017).
Calculating the Revenue-per-user (RPU) ratio, they were only able to generate
approximately 0.66 dollar per active user. This shows a huge gap between the players who
play for free and the players who actually make in-app purchases. According to Sifa, Hadiji,
Runge, Drachen, Kersting, & Bauckhage, (2015, 79), the vast majority of free-to-play players
are made up of non-spending players. This leads to the question of how MOBA mobile games
can encourage free-to-play users to make in-app purchases.
There are several past studies that have done a research towards what drives users to
make in-app purchase towards an app (Gainsbury, King, Russel, & Delfabbro, 2016; Han &
Windsor, 2013; Hsu & Lin, 2016). In specific, research on the MOBA mobile games topic is