Laurence, Laurence (2023) Anteseden video game engagement dan konsekuensi terhadap intention to continue playing game, purchase game item dan recruit new player. Doctoral thesis, Universitas Pelita Harapan.
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Abstract
Dengan kemajuan teknologi, video game dari berbagai genre telah berevolusi sehingga menjadi produk yang mudah didapatkan dan dimainkan secara cuma-cuma. Berbagai penelitian game dari berbagai sudut pandang menimbulkan ketidaksepakatan diantara para akademisi mengenai faktor apa yang berpengaruh terhadap pengalaman bermain game. Tujuan dari studi ini membuat suatu model konseptual yang mampu memprediksi niatan para video game player. Sepuluh prediktor yang dipilih yaitu telepresence, challenge, focus attention, role projection, fantasy fulfillement, escapism, arousal, emotional involvement, enjoyment, social interaction. Video game engagement berfungsi sebagai pemediasi antara gamer experience dan ketiga macam intention yaitu intention continue playing game, intention to purchase game item dan intention to recruit new player. Game’s genre digunakan sebagai variabel pemoderasi antara video game engagement terhadap tiga macam intention. Rerangka konseptual ini diuji empiris pada gamer di Indonesia. Data dikumpulkan melalui penyebaran kuesioner melalui twitter. Jumlah data yang diolah berjumlah 370 responden. Evaluasi model menggunakan partial least square dari structural equation modelling. Hasil perhitungan menunjukkan dari kesepuluh prediktor tersebut yang terbukti berpengaruh positif yaitu challenge, escapism, arousal, enjoyment dan social interaction. Selain itu video game engagement terbukti menjadi variabel yang memediasi gamer experience terhadap ketiga macam intention. Game’s genre dalam penelitian ini terbutkti memoderasi video game engagement terhadap intention to continue playing game dan intention to purchase game item. Hasil studi ini menunjukan peranan video game engagement sebagai jembatan yang penting, karena jalur menuju intention to continue playing game, intention to purchase game item dan recruit new player harus melewati video game engagement.
Item Type: | Thesis (Doctoral) |
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Creators: | Creators NIM Email ORCID Laurence, Laurence NIM01617180015 laurence.fti@uph.edu UNSPECIFIED |
Contributors: | Contribution Contributors NIDN/NIDK Email Thesis advisor Hermawan, Asep NIDN0317085801 azep17@gmail.com Thesis advisor Bernarto, Innocentius NIDN0320016501 innocentius.bernarto@uph.edu Thesis advisor Antonio, Ferdi NIDN0321026802 ferdi.antonio@gmail.com |
Uncontrolled Keywords: | gamer experience ; video game engagement ; intention continue playing game ; intention to purchase game item ; intention to recruit new player |
Subjects: | H Social Sciences > HD Industries. Land use. Labor > HD28 Management. Industrial Management |
Divisions: | University Subject > Current > Faculty/School - UPH Karawaci > Business School > Doctor of Management Current > Faculty/School - UPH Karawaci > Business School > Doctor of Management |
Depositing User: | Users 29422 not found. |
Date Deposited: | 28 Jun 2023 04:07 |
Last Modified: | 30 Jun 2023 02:55 |
URI: | http://repository.uph.edu/id/eprint/56192 |