ATMOKO, BENEDIKTUS ANDJAR TITO (2020) FAKTOR-FAKTOR YANG MEMPENGARUHI NIAT BELI IN-APP MOBILE GAME: STUDI PADA MOBILE GAMER INDONESIA. S2 thesis, UNIVERSITAS ATMA JAYA YOGYAKARTA.
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Abstract
The purpose of this study is to examine the buying intentions of mobile gamers in Indonesia. The number of valid samples used in this study were 264 respondents who met the research criteria. The sampling technique used was snowball sampling, with data collection used was a 4-point differential scale questionnaire distributed online via Google form. Data were analyzed using SMART-PLS for SEM analysis. The results showed that the ease of players in accessing the game, the player's connection with other players, prizes given by the game, memories in playing games and social presence did not directly influence purchase intentions in the game application. Good price has a positive effect on consumer or player purchase intentions in game applications. Interactivity and social presence correlate significantly, showing that when a game player has the ability to manipulate cyberspace (including speed, reach and mapping), gamers will feel a strong sense of social presence. This shows that the interactivity of a player with the game he plays will increase the sense of a player's social presence. Improved social functions can increase feelings of interaction. This shows that interactivity and social skills are the two main predictors of social presence.
Item Type: | Thesis (S2) |
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Uncontrolled Keywords: | Mobile gamer, in-app purchase intention, SEM, Mobile Legends, social presence. |
Subjects: | Magister Manajemen > Manajemen Pemasaran |
Divisions: | Pasca Sarjana > Magister Manajemen |
Depositing User: | Editor UAJY |
Date Deposited: | 23 Sep 2021 11:20 |
Last Modified: | 23 Sep 2021 11:20 |
URI: | http://e-journal.uajy.ac.id/id/eprint/24813 |
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