Pengaruh Gamifikasi dan Brand Image Terhadap Minat Beli STEAM (Game Digital)

Rahardjo, Devina Aprilia (2023) Pengaruh Gamifikasi dan Brand Image Terhadap Minat Beli STEAM (Game Digital). Undergraduate thesis, UPN Veteran Jawa Timur.

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Abstract

This research is motivated by the phenomenon of Kominfo blocking STEAM in Indonesia. The purpose of this study was to influence gamification on buying interest in STEAM (Digital Game) and to determine the effect of brand image on buying interest in STEAM (Digital Game). By using survey research method, data is collected through Google Form and then processed using SMARTPLS. Sampling was conducted on STEAM users who had previously used the free to play games feature in the STEAM digital video game distribution application from 27th August 2022 to 29th August 2022. Gamification has an effect on Buying Interest is acceptable, with a Tstatistic of 5.552 which is greater than the value of Z = 0.05 (5%) = 1.96. The results of this study indicate that there is an influence of gamification and brand image on buying interest in STEAM and Brand Image has an effect on Buying Interest is acceptable, with a T-statistic value of 5.423 which is greater than the value of Z = 0.05 (5%) = 1, 96.

Item Type: Thesis (Undergraduate)
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorDermawan, RizkyNIDN0004107207UNSPECIFIED
Subjects: H Social Sciences > HC Economics
H Social Sciences > HF Commerce > HF5410 Marketing. Distribution of Products
Divisions: Faculty of Economic > Departement of Management
Depositing User: Devina Aprilia Rahardjo
Date Deposited: 20 Jan 2023 06:33
Last Modified: 20 Jan 2023 06:33
URI: http://repository.upnjatim.ac.id/id/eprint/11305

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