10 research outputs found

    PENGARUH PERCEIVED VALUE DAN KEPUASAN TERHADAP NIAT BELI ITEM VIRTUAL STUDI PADA GAME PUBG MOBILE

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    Tujuan – Untuk mengetahui dan melihat apa yang mendorong faktor-faktor pada niat beli para pemain saat melakukan pembelian item virtual di game PUBG mobile lewat variabel perceiveduvalue dengan variabel kepuasan dan loyalitas sebagai variabel mediasi. Pada variabel perceiveduvalue memiliki tiga bagian didalamnya yaitu hedonicuvalue, utilitarianuvalue, economicuvalue yang akan mengetahui nilai perspektif pada para pemain pada niat beli bersama dengan variabel kepuasan dan variabel loyalitas sebagai mediasi pada item virtual game PUBG mobile. Desain/metodologi/pendekatan – Desain penelitian ini menggunakan penelitian kuantitatif. Sampel pada penelitian diambil dengan penggunaan teknik purposive sampling dengan objek yang dipilih pada penelitian ini yaitu game PUBG mobile serta subjek yang dipakai pada penelitian ini yaitu para pemain yang pernah melakukan pembelian item virtual dalam game PUBG mobile, serta analisis data menggunakan software SmartPLS 3. Hasil – Penelitian ini menunjukkan hasil bahwa terdapat pengaruh positif pada variabel perceiveduvalue dengan 3 bagian didalamnya yakni hedonicuvalue, utilitarianuvalue, economicuvalue terhadap variabel kepuasan dan variabel loyalitas, namun variabel hedonicuvalue terhadap variabel loyalitas berpengaruh negatif. Kemudian, didapati bahwa variabel kepuasan dan variabel loyalitas memiliki pengaruh positif terhadap niat beli. Keterbatasan/implikasi – Penelitian ini menyarankan untuk mencoba objek penelitian yang berbeda agar timbul sebuah penelitian atau penemuan baru pada perusahaan yang bergerak di industri game yang berbeda maupun bagi para pemain yang memainkan game berbeda juga

    What kind of video gamer are you?

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    ProducciĂłn CientĂ­ficaPurpose.- This paper attempts to understand the extent to which the effect of motivations on purchase intention varies for diverse segments of video gamers (depending on their personality). Design/Methodology.- Information was collected from 511 Spanish video game consumers. Structural equation modeling, clustering, and multi-group analysis were then conducted to compare results between segments of gamers. Findings.- Results show that hedonic, social and mainly addiction motivations lead to purchase intention of game-related products. Moreover, we identify a typology of gamer that gives rise to differences in motivations-purchase intention links: (1) Analysts include individuals who are essentially conscientious, prefer inventive or cognitive and simulation games and whose behavior is more influenced by hedonic and social motivations to play; (2) Socializers comprise individuals who are mainly extrovert and emotionally stable gamers and who prefer sports and strategy games. The motivations to play that affect their purchase intentions are mainly social; and (3) Sentinels include individuals that are unmindful and introvert, prefer inventive, cognitive, sports and simulation games, and whose social motivations drive their purchase intentions. Originality.- There are 2,200 million video gamers around the world, although it is assumed that this vast market is not homogeneous, which has implications for consumer motivations and purchase intention. However, the currently available classifications that address this challenge are rather limited. In this sense, the present paper provides valuable insights into understanding how personality offers a useful variable to segment consumers in the video game industry and how it moderates the effect of motivations on purchase behavior.Ministerio de EconomĂ­a y Competetitividad (proyecto ECO2017-82107-R)Junta de Castilla y LeĂłn (proyecto VA112P17

    The Effects of Customer Engagement, Loyalty, and Perceived Value on Purchase Intention of Mobile Game Players

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    Increasing access to the internet and smartphones has led to a great opportunity for developers to make mobile games and earn profits. The battle royale genre is getting a lot of popularity and free-to-play with in-app purchases of virtual goods is the most common business model that gaming companies use in this genre. While concepts of customer engagement, customer loyalty, and perceived values are well-established in the gaming literature, empirical research on how they affect the purchase intention of players in online mobile battle royale games is not studied. Hence, the question that this study is providing the answer to is “What are the effects of perceived value, customer engagement, and loyalty on the purchase intention of battle royale mobile gamers?”. Based on the literature review, a research framework was presented. To test the hypotheses inside the research framework, data were collected via an online questionnaire created by google forms from online gaming communities. Overall, 50 participants responded to the questionnaire and all of them were valid for analysis. The data were analyzed via linear regression and the reliability of the data was tested via Cron Bach’s alpha measurement. Also, the Sobel test was used to check the mediation effect between variables. SPSS 27 is used for the analysis. The findings suggest that customer engagement, perceived values, and customer loyalty have direct effects on purchase intention in battle royale mobile games. The study also identifies the mediation role of customer loyalty between perceived values and purchase intention. Additionally, the study suggests that a new scale should be developed to measure the perceived values in the gaming context. Managerial implications of this study for the developers and mobile gaming companies are, highlighting the fact that designing exciting and attractive games, offering reasonable prices for items, and creating a community within the game can influence values perceived by the players, increase customer engagement, and enhance customer loyalty, which results in more profits for the company

    DETERMINANTS OF IN-APP PURCHASE INTENTION IN HAGO GAMES

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    Despite the increases in number of users, duration of playing, and revenue of mobile games, the decreases in revenue in certain years emphasize the importance of investigating in-app purchase of mobile games. This study aims to understand the determinants of in-app purchase intention in HAGO games. The questionnaires of this study was distributed using nonprobability sampling method, specifically snowball sampling method (distributed online and offline). Total of valid responses collected were 205 responses. The results show that social value and emotional value had significant influences on satisfaction. Price value and social value also had significant influences on in-app purchase intention. Therefore, mobile social networking games (M-SNGs) companies should focus on increasing social value by providing more benefits and increasing emotional value by fulfilling the players emotional wants. Moreover, confirmation was found to significantly influenced both perceived values and satisfaction. M-SNGs companies should concentrate on the imporance of the correspondence among the actual experience and the expectation of the users towards the M-SNGs. On the other side, functional value and price value did not have significant influence on satisfaction. For these reasons, M-SNGs companies should focus more on increasing the quality and design of the M-SNGs and make the price of the virtual goods become more reasonable, economical, and offer value for money. In addition, functional value, emotional value, and satisfaction did not have significant influences on in-app purchase intention. Thus, M-SNGs companies should put more attention on the quality and design and also the pleasure and enjoyment of of the M-SNGs. The MSNGs companies should also concentrate on the experiences of the player

    A Personal Values-Based Approach to Understanding Users’ Co-Creative and Co-Destructive Gaming Experiences in Augmented Reality Mobile Games

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    Background: Understanding how users evaluate their experiences has been recognized as being fundamental to designing services that meet the users’ needs and support the emergence of positive rather than negative value outcomes in service use. Still, the current literature does not explicitly describe how the users’ value determination unfolds or how the levels of experienced value could be measured to support service design. We address this gap in the context of augmented reality (AR) mobile games by scrutinizing users’ personal values as a potential basis for achieving such an understanding. Method: Through a qualitative content analysis of 43 in-depth laddering interviews with active Pokémon Go gamers in Finland, we uncover the focal personal values associated with the game. Furthermore, we determine the connection of these values to the users’ co-creative and co-destructive gaming experiences. Results: Our study defines eight personal values highlighted in Pokémon Go. The focal co-created values include pleasure, a sense of belonging, ambition, activity, and a healthy life. The most co-destroyed values in the game include social recognition and responsibility. Interestingly, the value of sociality is highlighted in both the co-creative and the co-destructive gaming experiences. While the findings may not be generalizable beyond the studied AR mobile game context, this study explains how users’ personal values may serve as a basis for understanding the value structures of other digital service users to support service design. Conclusion: Our study contributes to the literature by introducing personal values as a potential basis for understanding users’ value-based drivers and service experiences to support the design of digital services. We theoretically conceptualize the users’ dynamic value creation process based on personal values and, using empirical findings, offer novel insights into the value co-creation and co-destruction phenomena in AR mobile games

    PENGARUH VARIABEL KECANDUAN GAME ONLINE DAN LOYALITAS PEMAIN GAME TERHADAP NIAT MELAKUKAN IN-APP PURCHASE DALAM GAME SELULER ONLINE

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    Penelitian ini bertujuan untuk mengetahui pengaruh dari variabel kecanduan game online (salience, tolerance, mood modification, relapse, withdrawal, conflict, dan problems) dan loyalitas pemain game terhadap niat melakukan in-app purchase dalam game seluler online, dengan loyalitas pemain game yang juga berperan sebagai variabel mediasi. Penelitian ini dilakukan dengan menggunakan teknik purposive sampling, dengan sampel penelitian yaitu pemain game seluler online yang sudah pernah melakukan in-app purchase selama setahun terakhir. Kuesioner penelitian disebarkan secara online menggunakan Google Forms, dan kemudian diperoleh 407 responden yang memenuhi kriteria sampel penelitian. Data tersebut kemudian dianalisis menggunakan metode Stuctural Equation Modeling (SEM) dengan bantuan software SmartPLS 3. Hasilnya ditemukan bahwa salience secara signifikan memengaruhi loyalitas pemain game dan secara signifikan memengaruhi niat melakukan in-app purchase dalam game seluler online. Mood modification secara signifikan memengaruhi loyalitas pemain game. Withdrawal secara signifikan memengaruhi loyalitas pemain game dan secara signifikan memengaruhi niat melakukan in-app purchase dalam game seluler online. Loyalitas pemain game secara signifikan memengaruhi niat melakukan in-app purchase dalam game seluler online. Hasil dari uji mediasi loyalitas pemain game terhadap salience dan niat melakukan in-app purchase, serta uji mediasi loyalitas pemain game terhadap withdrawal dan niat melakukan in-app purchase dapat dikategorikan sebagai direct-only nonmediation, sedangkan sisanya dapat dikategorikan sebagai no-effect nonmediation

    Esports, comunidades e eventos digitais

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    Este livro sobre “Esports, Comunidades e Eventos Digitais” procura desvendar algumas das complexidades dos desportos eletrónicos. No sempre mutável cenário do entretenimento moderno, os desportos eletrónicos emergiram como uma força transformadora, cativando milhões e redefinindo a interseção entre tecnologia, competição e cultura.info:eu-repo/semantics/publishedVersio
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