13,194 research outputs found

    Kepuasan terhadap Game dan Nilai Otoritas Visual sebagai Faktor yang Mempengaruhi Minat Beli Virtual Goods Online Game Dota 2

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    Penelitian ini bertujuan untuk menguji pengaruh faktor kepuasan terhadap game dan nilai otoritas visual terhadap minat beli virtual goods game Dota 2 di Jakarta secara simultan dan parsial. Jenis penelitian yang digunakan adalah penelitian kausal dengan teknik analisis data menggunakan analisis kuantitatif. sedangkan metode pengumpulan datanya menggunakan metode survey dengan teknik purposive sampling. Penelitian ini menggunakan data primer berasal dari 100 responden pemain game Dota 2. Data dikumpulkan melalui kuesioner secara on-line melalui komunitas chat grup Jakarta pada game Dota 2 dan secara off-line melalui kafe internet di Jakarta. Uji instrumen yang dilakukan adalah uji reliabilitas dan validitas. Pengujian hipotesis dilakukan dengan menggunakan analisi regresi linear berganda. Hasil uji F terhadap kedua variabel penelitian yaitu kepuasan terhadap game dan nilai otoritas visual, menunjukkan bahwa kedua variabel tersebut secara bersama-sama (simultan) mempunyai pengaruh positif dan signifikan terhadap minat beli virtual goods game Dota 2. Sedangkan hasil uji t pada penelitian ini menunjukkan bahwa variabel kepuasan terhadap game dan nilai otoritas visual secara parsial juga mempunyai pengaruh positif dan signifikan terhadap minat beli virtual goods game Dota 2. Penelitian ini dapat berkontribusi dalam memahami perilaku konsumen game online di negara berkembang seperti Indonesia dan dapat diaplikasikan sebagai rencana pemasaran bagi bisnis game online untuk mempromosikan minat beli virtual goods. Kata kunci : Virtual Goods, kepuasan terhadap game, nilai otoritas visual, minat beliThe purpose of this study is to analyze the influence of subjective satisfaction about the game and visual authority value towards purchase intention of virtual goods online games Dota 2. The type of this research study is causal research which uses quantitative analysis. Meanwhile, the data collected through survey with structured questionnaires. Purposive sampling technique was used to draw respondents from on-line and off-line surveys. On-line survey was done through Dota 2 group chat, while off-line survey was carried out by survey at internet café in Jakarta. There were 100 respondents who completed the questionnaires. The results show that reliability and validity of the research instruments were reliable and valid. Furthermore, the findings also show that subjective satisfaction about the game and visual authority value influenced purchase intention, both partially and simultaneously. The research findings can contribute to the understandings of online game consumer behavior in developing country such as Indonesia and be adopted as marketing planning guideline for online game business managers to promote purchase intention of virtual goods. Keywords: virtual goods, satisfaction about the game, visual authority value, purchase intentionDaftar PustakaAdams, E. dan Rolling, A. (2006). Fundamentals of Game Design. Prentice Hall. Assael, Henry. (2001). Consumer Behavior 6th Edition. New York: Thomson Learning. Chenet., P., Dagger, T.S., dan O'Sullivan, D. (2010). Service quality, trust, commitment and service differentiation in business relationships. Journal of Services Marketing, Vol. 14,pp. 405-20 DFC Intelligence. (2013). Digital Distribution Key to Online Game Market Growth. Diambil dari http://www.dfcint.com/wp/?p=14. (diakses terakhir tanggal 10 Mei 2015) Dota 2. (2013). Dota 2 Released. Diambil dari http://blog.dota2.com Fandy, Tjiptono. (2005). 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    Gamers' Reasons for Purchasing Gaming Virtual Products: A Systematic Review

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    With the development of the gaming industry, the trend of gaming virtual goods consumption is gradually growing, and online gaming goods consumption has become a hot topic. Players spend a lot of money purchasing virtual items. Why do people buy these items? Therefore, we conduct a systematic literature review to investigate the reasons for purchasing virtual goods in games. We use the “The Preferred Reporting Items for Systematic reviews and Meta-Analyses” (PRISMA) statement to guide the data collection, analysis and reporting project for the systematic review. This article obtained 37 papers from the Web of Science (WOS) and Scopus databases. The article covers research during the period 2013-2023. We review the independent and dependent variables, research methods, theoretical background, and findings involved in the relevant literature. The study finds that the "enjoyment", "social attributes" and "functional value" of gaming products often play a key role in consumer purchases at certain times and among certain user groups. It is the hope of this paper that these findings will increase gaming companies' understanding of what drives players to purchase virtual items. Game designers can grasp the needs of game users and better convert ideas into payment points so that game companies can get higher profits

    Pengaruh Nilai Konsumsi dan Pembelian Impulsif terhadap Intensi Pembelian Virtual Item Pada Pemain Mobile Legends: Adventure

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    The main research of this study was to determine the influence of the value of consumption and impulsive purchases against the intention of purchase of virtual items on players of Mobile Legends: Adventure. The method used in this research is quantitative correlational. The population used in this research is the player of Mobile Legends: Adventure in the server SEA (South East Asia), which amounted to 34.852 people. The results of this study show that: (1) there is positive and not significant between the value of consumption to the intention of the purchase with a correlation coefficient of -0,002 and the coefficient of the significance of 0,980; (2) there is positive and not significant between impulsive purchases against the intention of the purchase with a correlation coefficient of -0.151 and the coefficient of the significance of 0,114; (3) there is a positive and significant influence between the value of consumption to the intention of the purchase simultaneous with a coefficient of multiple correlations of 0,238

    Factors influencing purchase intent in virtual worlds: A review of the literature

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    Contains fulltext : 202193.pdf (publisher's version ) (Open Access)Previous empirical studies have identified several factors that seem to play a role in determining purchase intent in virtual worlds; three-dimensional online environments in which users interact while represented by their avatars. So far however, a clear overview of these factors is lacking, and the question that remains is what factors affect purchase intent most. Therefore, this study aims to create an overview of factors that influence users' purchase intent in virtual worlds, and to subsequently identify the most influential factors. To conduct this review, relevant literature was gathered using a variety of search engines and keywords. An article had to explicitly study factors influencing purchase intent in virtual worlds in order to be included in this review. This search method resulted in a selection of twelve relevant articles that were used for further analysis. Results show that perceived enjoyment, social influence, customization and ease of use are important factors that influence purchase intent in virtual worlds. Enjoyment of the virtual world, beliefs and attitudes of others, avatar customization, and easy-to-use virtual world applications can thus increase users' willingness to purchase products in the virtual world. Practical implications as well as limitations and suggestions for future research are discussed.18 p

    Investigating the Factors That Contribute to In-App Purchases in Online Gaming:The Stimulus-Organism-Response Model

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    Advancements in online payment mechanics has revolutionised the monetisation of online games. One such method known as In-App Purchases (IAPs) - small purchases of virtual goods for real world currencies, has become a popular method of increasing the profitability of online games. In-App Purchases are made only by small percentages of players in a game and the reasons influencing players to make In-App Purchases vary. Exploring the influencers of players online purchase intent in online games may assist game developers in increasing players’ willingness to make In-App Purchases. The monetisation mechanics of games and consumers’ willingness to make online purchases are an important focus in the online gaming industry when determining the profitability of a game. Thus, coming to understand the monetisation mechanics of a game and the way it influences consumers online purchase intent can be useful to game developers and marketers when developing new games. The purpose of this study was, thus, to assist both game developers and marketers in understanding the influencers of online purchase intent in online games, in order to better create and market more profitable online games. The Stimulus-Organism-Response (S-O-R) model was used to better understand InApp purchasing behavior, where Stimulus refers to game characteristics, Organism refers to gameplay experience that could lead to the Response resulting in Online Purchase Intent. The factors identified that contributed to this response include: Active Control, Reciprocal Communication, Social Identity, Skill and Challenge which constitute the Stimulus constructs of the S-O-R model; the factors which constitute Response include: Flow, Cognitive Involvement and Affective Involvement. The model was tested using an online survey and tested through the use of Partial Least Squares Structural Equation Modelling software. The results of the study provide support for the conceptual framework and indicate that Online Purchase Intent may be most influenced by the way players personally identify with a game, and how much of a challenge the game presents. The results also indicate that emotional involvement with a game has a significant positive influence on Online Purchase Intent and that online purchases may be impulse purchases. The findings of this study imply that game developers may be able to influence Online Purchase Intent by increasing the level challenge found in games. Additionally, marketers may be able to influence online purchases through the use of emotional appeals in game advertisements and by offering limited edition sales of InApp Purchases. Future research related to this study should explore which emotions are the greatest influencers of Online Purchase Intention, and how these emotions influence the willingness to make In-App Purchases

    Why Do People Buy Virtual Items? An Assessment Using the Theory of Functional Value

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    Most of the revenue for online game producers comes from selling virtual goods. This study aimed to investigate the intention to purchase virtual items in online games. In these games, players can buy virtual items that can be used to improve their character’s abilities. The researchers used the theory of functional value to test the intention to purchase virtual items and what factors influence this purchase intention. 100 students participated, and data was analyzed through multiple linear regression. Our results indicated that price utility influences the purchase intention of virtual items. We found that character competence and functional quality did not affect purchase intention, which was thought to be related to the social aspects of virtual communities. Keywords: theory of functional value, intention to buy, mobile gam

    Analyzing the Consumer Purchasing Intention of Virtual Goods in Online Game

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    Online game is a virtual world environment that many people called as gamer joins to find pleasure of gaming. In purpose to reach the gamers goal, they need to improve the competency of their character by using virtual goods. Three consumer value such as functional value with price utility and quality as it variables, emotional value with aesthetics and playfulness as it variables, and social value with social self-image and social relationship had involved in this research in order to get the result. This study objective is to find out what factor that affected the intention of the gamer to purchase the virtual goods. Gamers in Manado city are the purpose of this study. This research is a quantitative research that associative with multiple linear regression analysis technique. The population of the sample is the active only gamer in Manado city that the numbers of the online gamers are unidentified. This research used accidental sampling as the method with 100 respondents. The result of the research then shows that three from six variables which are Aesthetics, Playfulness, and Price Utility has significant effect to Purchasing Intention. Keywords: functional value, emotional value, social value, purchasing intention, virtual goods

    Fortnite streamers as influencers:A study on gamers' perceptions

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