Perceived Value model analysis on Video Games cosmetics Purchase and Continued use intention

Nico Winata, Daffa Satria Bako, Henkie Ongowarsito, Wildan Razaq Ramadhan
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Abstract

With the increased popularity of the online game and freemium business model in Indonesia people tend likely to be interested in in-game virtual items purchases. The research on the effect of the perceived value of paid in-game items related to its continued use intention and the user purchase intention. In this study, we analyze data collected with online surveys in the Jabodetabek area in Indonesia. The results show that (1) economic and social value affected both purchase intention and continued use intention but were low significance, (2) perceived quality significantly affected the continued use intention and purchase intention, and (3) an increase in customer used intention also affected the purchase intention.
电子游戏化妆品购买与持续使用意愿的感知价值模型分析
随着在线游戏和免费商业模式在印度尼西亚的日益普及,人们可能会对游戏中的虚拟道具购买感兴趣。付费游戏道具感知价值对其持续使用意愿和用户购买意愿的影响研究在这项研究中,我们分析了在印度尼西亚Jabodetabek地区通过在线调查收集的数据。结果表明:(1)经济价值和社会价值对购买意愿和继续使用意愿都有影响,但不显著;(2)感知质量对继续使用意愿和购买意愿有显著影响;(3)顾客使用意愿的增加也对购买意愿有影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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