Pengaruh Community Building Dan Social Marketing Di Platform Steam Terhadap Engagement Pengguna Dan Pembelian Game (Studi Pada Pengguna STEAM Di Komunitas Grup)
Keywords:
Community Building, Social Marketing, SteamAbstract
This study aims to explore the impact of community building and social marketing on the Steam platform on user engagement levels and game purchase decisions. As one of the largest digital distribution platforms in the world, Steam utilises the user community as a key element in its marketing strategy. This study used a survey method with a quantitative approach, involving 300 respondents who are active Steam users. Data analysis was conducted using linear regression to evaluate the relationship between the variables under study. The research findings revealed that community building involving interaction between users through forums, discussion groups and other features can significantly increase user engagement. In addition, social marketing through promotion on social media and co-operation with influencers was also shown to positively influence game purchase decisions. The results of this study provide an understanding of the important role of community and social marketing strategies in increasing user loyalty and driving increased sales on digital platforms. This research is expected to serve as a reference for game developers and marketers in optimising community-based marketing strategies on digital distribution platforms.
Downloads
References
Ghozali, I. (2021). Partial Least Squares, Konsep, Teknik dan Aplikasi Menggunakan Program Smartpls 3.2.9. Badan Penerbit Universitas Diponegoro.
Ghozali, I., & Latan, H. (2020). Partial Least Squares Konsep, Teknik dan Aplikasi Menggunakan Program SmartPLS 3.0 Untuk Penelitian Empiris (2nd ed.). Badan Penerbit Universitas Diponegoro.
Hair, J. F., Hult, G. T. M., Ringle, C. M., Sarstedt, M., Danks, N. P., Ray, S., Hair, J. F., Hult, G. T. M., Ringle, C. M., & Sarstedt, M. (2021). An introduction to structural equation modeling. Partial Least Squares Structural Equation Modeling (PLS-SEM) Using R: A Workbook, 1–29.
Hermes, T. L. (2021). The Impact of Community Involvement on Game Life-Cycle: Evidence based on Gaming Platform Steam. Junior Management Science (JUMS), 6(3), 547–567.
Jantakun, T., Jantakun, K., & Jantakoon, T. (2021). STEAM Education Using Design Thinking Process Through Virtual Communities of Practice (STEAM-DT-VCoPs). Journal of Educational Issues, 7(1), 249. https://doi.org/10.5296/jei.v7i1.18420
Liu, Z., & Sungyong, U. (2024). The Role of Platform Governance in Shaping Consumer Engagement: The Case of STEAM Platform.
McKnight, D. H., Choudhury, V., & Kacmar, C. (2002). Developing and validating trust measures for e-commerce: An integrative typology. Information Systems Research, 13(3), 334–359.
McMillan, D. W., & Chavis, D. M. (1986). Sense of community: A definition and theory. Journal of Community Psychology, 14(1), 6–23.
Pasaribu, F. T., & Kusnawan, A. (2022). Pengaruh pemasaran secara digital, harga, dan promosi summer sale di platform steam pada terhadap keputusan pembelian steam e-wallet. Prosiding: Ekonomi Dan Bisnis, 2(2), 491–501.
Pratama, L. N. A., & Rusminah, R. (2024). Pengaruh Electronic Word of Mouth dan Perceived Ease of Use Terhadap Keputusan Pembelian Video Game pada Platform Steam. ALEXANDRIA (Journal of Economics, Business, & Entrepreneurship), 5(1), 119–124.
Shuzlina, A.-R., Ali, M. F. A. M., Bakar, A. A., & Mutalib, S. (2024). Enhancing churn forecasting with sentiment analysis of steam reviews. Social Network Analysis and Mining, 14(1), 178.
Thorhauge, A. M. (2024). The steam platform economy: From retail to player-driven economies. New Media & Society, 26(4), 1963–1983.
Yudhi P. (2020). Social Media Marketing, Electronic Word Of Mouth Dan Customer Engagement.
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Muhammad Hilmi Assydqi, Amelindha Vania (Author)

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