Shabrina, Gita (2024) Pengaruh faktor-faktor penentu minat pembelian item virtual game Mobile Legend = The influence of determining factors on the purchase interest of virtual items in the Mobile Legend game. Bachelor thesis, Universitas Pelita Harapan.
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Abstract
Penelitian ini bertujuan untuk mengidentifikasi faktor-faktor yang memengaruhi minat beli dan minat bermain dalam aplikasi Mobile Legend, yaitu aesthetic design, avatar identification, co-creation, dan authenticity. Penelitian ini menggunakan metode kuantitatif dengan pengumpulan data melalui kuesioner elektronik Google Form yang diisi oleh 251 responden. Data dianalisis menggunakan aplikasi Amos dan SPSS. Hasilnya menunjukkan adanya hubungan positif antara authenticity dengan minat beli virtual item. Namun, aesthetic design, avatar identification, dan co-creation tidak mempengaruhi authenticity, dan authenticity juga tidak memengaruhi minat bermain dalam aplikasi Mobile Legend. Lalu disarankan untuk peneliti selanjutnya agar dapat menambahkan variabel lain yang berhubungan dengan purchase intention, atau mengeksplor sektor industri lain atau aplikasi game online lainnya.
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The purpose of this study is to determine the factors that influence purchase intention and play intention, which consist of aesthetic design, avatar identification, co-creation, and authenticity in the Mobile Legends application. This research applies a quantitative method, with data collection conducted through an electronic questionnaire designed using Google Form involving 251 respondents in the analysis, and the collected data analyzed using Amos and SPSS applications. The results of this study conclude that there is a positive relationship between authenticity and virtual item purchase intention, as well as aesthetic design, avatar identification, and co-creation that do not affect authenticity, and authenticity also does not affect play intention in the Mobile Legends application. And recommendation for the future researchers add other variables related to purchase intentions, or explore other industrial sectors or other online game applications.
Item Type: | Thesis (Bachelor) |
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Creators: | Creators NIM Email ORCID Shabrina, Gita NIM01011200162 gitashabrin@gmail.com UNSPECIFIED |
Contributors: | Contribution Contributors NIDN/NIDK Email Thesis advisor Kristiyono, Yokie Radnan NIDN0324058008 paulus.radnan@uph.edu |
Uncontrolled Keywords: | desain estetis; identifikasi avatar; co-creation; keaslian, niat bermain; niat beli; aesthetic design; avatar identification; co-creation; authenticity; play intention; purchase intention. |
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: | GITA SHABRINA |
Date Deposited: | 15 Jun 2024 04:20 |
Last Modified: | 15 Jun 2024 04:20 |
URI: | http://repository.uph.edu/id/eprint/63429 |