Determinant Factors of Intention to Buy Virtual Items on Online Games

被引:1
|
作者
Chandra, Yakob Utama [1 ]
Lucas, Robby Hartanto [1 ]
Maruo, Ryo Yoshiando [1 ]
Arithianta, Mohammad Fachrie [1 ]
机构
[1] Bina Nusantara Univ, Informat Syst Dept, Sch Informat Syst, Jakarta 11480, Indonesia
关键词
online games; virtual item; willingness to pay; factors; Satisfaction; CHARACTER;
D O I
10.1109/ICORIS52787.2021.9649464
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
People have many hobbies that can be done. One of the hobbies you can do is play. Playing here is not just playing physically, but now with the advancement of technology, playing online can have a wide impact, because it is not only for individuals playing, but also for different parties. One of them also involves the community in playing. Playing online games is also no fun if no virtual items are traded. In this case, players must be motivated to sell or buy virtual items. This study aims to determine the motives of online game players in buying virtual items. The research used quantitative research methods with a descriptive approach and used primary data by distributing questionnaires to 323 respondents who had purchased virtual items. Data is processed using the SEM-PLS approach. This research is based on variable Enjoyment Value, Character Identification Visual Value, Monetary Value, Social Relationship Support, Playfulness, Trust Factor, Community, Willingness to Pay, Satisfaction. The result of processing data shows that Social Relationship Support significantly influences Willingness to Pay, Community Willingness to Pay, and Willingness to Pay to Satisfaction.
引用
收藏
页码:178 / 183
页数:6
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