“Pengaruh Game Satisfaction, Character Identification, Functional Value, Emotional Value, Social Value dan Motivasi Hedonis terhadap Repurchase Intention Virtual Item pada Online Mobile Game” (Studi Kasus:Mobile Legends Bang Bang di Indonesia)

ISTIYANI, ISTIYANI (2023) “Pengaruh Game Satisfaction, Character Identification, Functional Value, Emotional Value, Social Value dan Motivasi Hedonis terhadap Repurchase Intention Virtual Item pada Online Mobile Game” (Studi Kasus:Mobile Legends Bang Bang di Indonesia). Masters thesis, UPN Veteran Jawa Timur.

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Abstract

This study aims to analyze the influence of game satisfaction, character identification, functional value, emotional value, social value, and hedonic motivation on the intention to repurchase virtual items in the online mobile game with the Multiplayer Online Battle Arena (MOBA) genre, namely Mobile Legends Bang Bang in Indonesia. The population in this study are all MLBB game players in Indonesia, for the research sample are gamers who have purchased virtual items in MLBB games in Indonesia. The number of respondents taken in this study amounted to 105 respondents, with purposive sampling as the sampling technique. This study uses Partial Least Squares (PLS) analysis. Based on data analysis and research results using Partial Least Squares (PLS) analysis shows that: (1) game satisfaction has a positive effect on repurchase intention virtual items, (2) Character Identification has a positive effect on repurchase intention virtual items, (3) functional value has an effect positive value on virtual item repurchase intention, (4) emotional value has a positive effect on virtual item repurchase intention, (5) social value has a positive effect on virtual item repurchase intention, (6) hedonic motivation has a positive effect on virtual item repurchase intention. The R Square value on repurchase intention virtual items can be explained by 80% by game construct satisfaction, character identification, functional value, emotional value, social value and hedonic motivation, the rest can be explained by other constructs not included in this research model Keywords: Satisfaction Game, Character Identification, Consumption Value, Hedonic Motivation, Intention to Repurchase Virtual Items.

Item Type: Thesis (Masters)
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorPURWANTO, EKONIDN0029035907ekopasca@upnjatim.ac.id
Thesis advisorHENDRATI, IGNATIA MARTHANIDN0701036702ignatia.hendrati.ep@upnjatim.ac.id
Subjects: H Social Sciences > HF Commerce > HF5549 Personnel Management. Employment Management
J Political Science > JA Political science (General) > JA51 Public management
Divisions: Faculty of Economic > Magister Management
Depositing User: ISTIYANI ISTIYANI
Date Deposited: 25 Aug 2023 06:51
Last Modified: 25 Aug 2023 06:51
URI: http://repository.upnjatim.ac.id/id/eprint/16943

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