Artikel Ilmiah : C1B017119 a.n. DZIKRUL MUWAFIQ
| NIM | C1B017119 |
|---|---|
| Namamhs | DZIKRUL MUWAFIQ |
| Judul Artikel | FAKTOR YANG MEMPENGARUHI MINAT BELI ULANG VIRTUAL ITEM PADA ONLINE MOBILE GAME |
| Abstrak (Bhs. Indonesia) | Penelitian ini merupakan penelitian berjenis asosiatif kausal yang bertujuan untuk menganalisis pengaruh antara integrated value (functional quality, playfulness, aesthetics, social self-image expression, social relationship support, monetary value), character identification, dan kepuasan game terhadap minat beli ulang virtual item pada online mobile game bergenre Multiplayer Online Battle Arena (MOBA) dan Battle Royale di Indonesia pada saat pandemi Covid-19. Populasi dalam penelitian ini yaitu konsumen yang pernah melakukan pembelian virtual item pada online mobile games di Indonesia saat pandemi Covid-19. Jumlah responden yang diambil dalam penelitian ini adalah 177 responden dengan purposive sampling sebagai teknik pengambilan sampelnya. Berdasarkan analisis data dan hasil penelitian dengan menggunakan SEM (Structural Equation Modeling) menunjukkan bahwa: (1) Functional quality berpengaruh positif terhadap integrated value, (2) Playfulness berpengaruh positif terhadap integrated value, (3) Aesthetics tidak berpengaruh terhadap integrated value, (4) Social self-image expression tidak berpengaruh terhadap integrated value, (5) Social relationship support berpengaruh positif terhadap integrated value, (6) Monetary value tidak berpengaruh terhadap integrated value, (7) Integrated value berpengaruh positif terhadap minat beli ulang, (8) Character identification tidak berpengaruh terhadap minat beli ulang, (9) Kepuasan game tidak berpengaruh terhadap minat beli ulang. |
| Abtrak (Bhs. Inggris) | This research is a causal associative research which aims to analyze the effect of integrated value (functional quality, playfulness, aesthetics, social self-image expression, social relationship support, monetary value), character identification and game satisfaction against of repurchase intention virtual item in the Multiplayer Online Battle Arena (MOBA) and Battle Royale genre in Indonesia during Covid-19 pandemic. In our study, we focused on population which is a consumer who have purchased virtual items on mobile games in Indonesia during Covid-19 pandemic. The number of respondents taken in this study were 177 respondents with purposive sampling as the sampling technique. Based on data analysis and research results using SEM (Structural Equation Modeling) shows that: (1) Functional quality has a positive effect on the integrated value, (2) Playfulness has a positive effect on the integrated value, (3) Aesthetics does not affect the integrated value, (4) Social self-image expression does not affect the integrated value, (5) Social relationship support has a positive effect on the integrated value, (6) Monetary value does not affect the integrated value, (7) Integrated value have a positive effect on repurchase intention, (8) Character identification has no effect on repurchase intention, (9) Game satisfaction has no effect on repurchase intention. |
| Kata kunci | functional quality, playfulness, aesthetics, social self-image expression, social relationship support, monetary value, integrated value, character identification, kepuasan game, minat beli ulang |
| Pembimbing 1 | Dr. Weni Novandari, S.E., M.M |
| Pembimbing 2 | Alisa Tri Nawarini, SE., MBA. |
| Pembimbing 3 | Prof. Dr. Agus Suroso, S.E., MS. |
| Tahun | 2021 |
| Jumlah Halaman | 30 |
| Tgl. Entri | 2021-07-26 10:36:16.138723 |