<p>During the COVID-19 pandemic, there was an increase in individual activity in playing games,<br />this is an opportunity for game developers to sell in-game items. This study aims to determine the factors that influence gamers to purchase online game items during a pandemic. This study uses the UTAUT2 research model. The data used is primary data, where the population used in the study is Indonesian gamers who play online games. The sampling method in this study uses non-probability sampling. The number of samples used in this study is 500 respondents. The results of the questionnaire were processed using the SEM-PLS method and the SmartPLS 3.2.7 application. The results of the variable performance expectancy, price value, customization, and advancement have a positive and significant effect. Meanwhile, the variables of effort expectancy, social influence, and hedonic motivation are not significant. It is also known that the purchase intention variable as an intervening variable and habit as a moderating variable have a significant and positive impact on endogenous variables.</p>