Analisis Kualitas Desain Visual Akun Mobile Legends dengan Alight Motion terhadap Keputusan Pembelian Konsumen
DOI:
https://doi.org/10.36312/educatoria.v6i1.885Keywords:
Alight Motion, Visual Design, Purchasing Decisions, Consumers, Mobile LegendsAbstract
The transformation of the Indonesian gaming industry, with the practice of buying and selling accounts worth billions of rupiah, has led to visual editing overcoming the limitations of conventional screenshots. This study aims to analyze the visual design quality of Mobile Legends accounts edited using Alight Motion and its influence on consumer purchasing decisions. A quantitative survey method was used, using a 5-point Likert scale questionnaire, with 38 respondents from a population of 60 consumers/resellers. The analysis results showed high visual design quality (mean 4.06) and high purchasing decisions (mean 3.92), with a significant effect (R² = 19.7%). The conclusion is that investing in visual editing can increase sales conversions.
Downloads
References
Alisman, A., Salsabilla, R., Zakaria, Z., Fahmi, I., & Sufriadi, D. (2024). Analisis Pengaruh Brand Image, Consumer Behavior dan Price terhadap Keputusan Pembelian Produk Scarlett (Studi Kasus pada Pengguna Scarlett). Jurnal Ekonomi dan Manajemen Teknologi (EMT) KITA, 8(2), 792-800. https://doi.org/10.35870/emt.v8i2.2445
Burhanuddin, A., Siregar, S., & Hasibuan, Z. E. (2025). Analisis Jual Beli Akun Game Online Mobile Legends Perspektif Hukum Ekonomi Islam. Adpertens: Jurnal Ekonomi dan Manajemen, 2(1), 79-94. https://doi.org/10.63424/adpertens.v2i1.224
Darma, A. M., & Napitupulu, E. V. (2024). Influence of Visual Merchandising, Creative Promotion, and Price on Purchase Decisions in Live Shopping Shopee. Jurnal Ekonomi Perusahaan, 31(1), 1-20. https://doi.org/10.46806/jep.v31i1.1113
Erwin, E., Cindrakasih, R. R., Sari, A., Hita, H., Boari, Y., Judijanto, L., & Tadampali, C. T. (2024). Pemasaran Digital: Teori dan Implementasi. Bantul: PT. Green Pustaka Indonesia.
Firmansyah, R. V., Tanuwijaya, H., & Wibowo, J. (2024). Pengaruh Desain Produk, Harga, dan Kolaborasi Merek terhadap Minat Beli pada Produk Virtual Game Mobile Legends: Bang Bang. Jurnal Ilmiah Akuntansi Manajemen, 7(2), 165-176. https://doi.org/10.35326/jiam.v7i2.6422
Ghozali, I. (2021). Aplikasi Analisis Multivariate dengan Program IBM SPSS 21 (Update PLS Regresi). Semarang: Badan Penerbit Universitas Diponegoro.
Hasanudin, H., Supriaman, S., & Anggi, A. (2024). The Influence of Mobile Legends on Indonesia's Economic Growth. International Journal of Finance and Business Management (IJFBM), 2(2), 127-142. https://doi.org/10.59890/ijfbm.v2i2.1574
Karisma, N., Wulandari, Y. E., & Putri, S. A. (2024). Pandangan Gen Z terhadap Pemanfaatan Gaming Mobile Legends sebagai Peluang Sumber Penghasilan. ARDHI : Jurnal Pengabdian Dalam Negri, 2(6), 251-258. https://doi.org/10.61132/ardhi.v2i6.956
Khaliq, I., Listyorini, S., & Pradhanawati, A. (2022). Pengaruh Desain Produk dan Harga terhadap Keputusan Pembelian Virtual Item pada Game Online “Mobile Legends Bang Bang” (Studi pada Konsumen Mobile Legends Bang Bang Kota Semarang). Jurnal Ilmu Administrasi Bisnis, 11(3), 411-419. https://doi.org/10.14710/jiab.2022.34917
Kotler, P., & Keller, K. L. (2022). Marketing Management (16th Ed.). London: Pearson Education.
Li, M., Wang, Q., & Cao, Y. (2022). Understanding Consumer Online Impulse Buying in Live Streaming E-Commerce: A Stimulus-Organism-Response Framework. International Journal of Environmental Research and Public Health (IJERPH), 19(7), 1-17. https://doi.org/10.3390/ijerph19074378
Putra, F. H. R., Pranata, R. T. H., & Cholagi, F. (2025a). Penerapan Cognitive Load Theory dalam Pengelolaan Konten Edukasi Digital di Instagram PPSDM ANRI. Jurnal Media Public Relations, 1(1), 1-15.
Putra, M. E. A., Khasanah, M., & Mukhroji, M. (2025b). Pengaruh Interaksi Digital, Desain Produk, dan Harga terhadap Keputusan Pembelian Silverqueen. Jurnal Ilmiah Ekonomi dan Manajemen, 3(7), 213-224. https://doi.org/10.61722/jiem.v3i7.5890
Sugiyono, S. (2023). Metode Penelitian Kuantitatif, Kualitatif, dan R&D (Edisi Revisi). Bandung: CV. Alfabeta.
Rafly, M., Pranata, R. T. H., & Hamdani, T. C. (2025). Implementasi Teknik 4Ps dalam Penyusunan Naskah Video Promosi Toko Kenanga. Edu Society: Jurnal Pendidikan, Ilmu Sosial, dan Pengabdian kepada Masyarakat, 5(1), 1263-1270. https://doi.org/10.56832/edu.v5i1.988
Pranata, R. T. H., Rahayu, A., & Pebrianti, N. (2025). Analisis Teknik Pengambilan Gambar dan Teknik Voice-Over pada Video Profile Development and Assessment (CDA) IPB University. NIVEDANA: Jurnal Komunikasi dan Bahasa, 6(1), 56-68. https://doi.org/10.53565/nivedana.v6i1.1698
Setyowati, T., & Zaini, A. (2024). Pengaruh Desain Interior dan Keragaman Produk terhadap Keputusan Pembelian pada Gerai Menantea. Jurnal Administrasi Bisnis, 10(1), 14-18. https://doi.org/10.33795/jab.v10i1.2872
Sopiyan, P. (2020). Pengaruh Strategi Harga dan Visual Merchandising terhadap Keputusan Pembelian Online. Jurnal Inspirasi Bisnis dan Manajemen, 3(2), 193-205. https://doi.org/10.33603/jibm.v3i2.2204
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Shapta Maulana Febriansyah, Wahyu Budi Priatna, Rici Tri Harpin Pranata, & Sutisna Riyanto

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
-
Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
-
ShareAlike — If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original.

