Ferrer, Vincensius (2024) Menyelidiki niat perilaku gamer untuk bermain PUBG: wawasan dari playful consumption yang menyenangkan = Investigating gamers' behavioral intentions to play PUBG: insights from enjoyable playful consumption. Bachelor thesis, Universitas Pelita Harapan.
![Title [thumbnail of Title]](http://repository.uph.edu/style/images/fileicons/text.png)
Title.pdf.pdf
Restricted to Registered users only
Available under License Creative Commons Attribution Non-commercial Share Alike.
Download (111kB)
![Abstract [thumbnail of Abstract]](http://repository.uph.edu/style/images/fileicons/text.png)
abstract.pdf.pdf
Restricted to Registered users only
Available under License Creative Commons Attribution Non-commercial Share Alike.
Download (214kB)
![ToC [thumbnail of ToC]](http://repository.uph.edu/style/images/fileicons/text.png)
ToC.pdf.pdf
Restricted to Registered users only
Available under License Creative Commons Attribution Non-commercial Share Alike.
Download (332kB)
![Chapter 1 [thumbnail of Chapter 1]](http://repository.uph.edu/style/images/fileicons/text.png)
Bab 1.pdf.pdf
Restricted to Registered users only
Available under License Creative Commons Attribution Non-commercial Share Alike.
Download (1MB)
![Chapter 2 [thumbnail of Chapter 2]](http://repository.uph.edu/style/images/fileicons/text.png)
Bab 2.pdf.pdf
Restricted to Registered users only
Available under License Creative Commons Attribution Non-commercial Share Alike.
Download (1MB)
![Chapter 3 [thumbnail of Chapter 3]](http://repository.uph.edu/style/images/fileicons/text.png)
Bab 3.pdf.pdf
Restricted to Registered users only
Available under License Creative Commons Attribution Non-commercial Share Alike.
Download (2MB)
![Chapter 4 [thumbnail of Chapter 4]](http://repository.uph.edu/style/images/fileicons/text.png)
Bab 4.pdf.pdf
Restricted to Registered users only
Available under License Creative Commons Attribution Non-commercial Share Alike.
Download (6MB)
![Chapter 5 [thumbnail of Chapter 5]](http://repository.uph.edu/style/images/fileicons/text.png)
Bab 5.pdf.pdf
Restricted to Registered users only
Available under License Creative Commons Attribution Non-commercial Share Alike.
Download (1MB)
![Bibliography [thumbnail of Bibliography]](http://repository.uph.edu/style/images/fileicons/text.png)
Bibliography.pdf
Restricted to Registered users only
Available under License Creative Commons Attribution Non-commercial Share Alike.
Download (386kB)
![Appendices [thumbnail of Appendices]](http://repository.uph.edu/style/images/fileicons/text.png)
Appendices.pdf
Restricted to Repository staff only
Available under License Creative Commons Attribution Non-commercial Share Alike.
Download (2MB)
Abstract
Tujuan penelitian ini adalah untuk menguji pengaruh dari setiap variabel yang memengaruhi intention to purchase game item, intention to continue playing game, dan intention to recruit new player. Penelitian ini menggunakan metode kuantitatif dengan menyebarkan kuesioner online melalui Google Forms kepada responden Generasi Z yang lahir antara tahun 1997 dan 2012, yang bermain game PUBG dan tergabung dalam komunitas tertentu. Hasil penelitian menunjukkan adanya tujuh hipotesis langsung, yaitu escapism,fantasy, role projection, enjoyment, emotional involvement, arousal, dan sensory experience. Jumlah responden yang berpartisipasi dalam pengujian adalah 235 orang, dengan populasi penelitian ini adalah seluruh pemain PUBG di Indonesia, terutama yang berada di wilayah Jabodetabek. Sampel diambil menggunakan metode purposive sampling dan analisis data dilakukan dengan menggunakan PLS-SEM. / The aim of this study is to examine the influence of each variable affecting the intention to purchase game items, intention to continue playing the game,
and intention to recruit new players. This research employs a quantitative method by distributing online questionnaires through Google Forms to Generation Z respondents born between 1997 and 2012, who play PUBG and are part of specific communities. The results of the study reveal seven direct hypotheses: escapism, fantasy, role projection, enjoyment, emotional involvement, arousal, and sensory experience. A total of 235 respondents participated in the testing, with the population of this study being all PUBG
players in Indonesia, particularly in the Jabodetabek area. Sampling was conducted using purposive sampling, and data analysis was performed using PLS-SEM.
Item Type: | Thesis (Bachelor) |
---|---|
Creators: | Creators NIM Email ORCID Ferrer, Vincensius NIM01011200006 01011200006@student.uph.edu UNSPECIFIED |
Contributors: | Contribution Contributors NIDN/NIDK Email Thesis advisor Juniarty, Juniarty NIDN0326067803 juniarty.fe@uph.edu |
Uncontrolled Keywords: | PUBG; intention to purchase game item; intention to continue playing game; intention to recruit new player; escapism; fantasy; role projection; enjoyment; emotional involvement; arousal; sensory experience. |
Subjects: | H Social Sciences > HD Industries. Land use. Labor > HD28 Management. Industrial Management |
Divisions: | University Subject > Current > Faculty/School - UPH Karawaci > Business School > Management Current > Faculty/School - UPH Karawaci > Business School > Management |
Depositing User: | VINCENSIUS FERRER |
Date Deposited: | 06 Jun 2024 01:42 |
Last Modified: | 06 Jun 2024 01:42 |
URI: | http://repository.uph.edu/id/eprint/63229 |