PENGARUH CUSTOMER PERCEIVED VALUE TERHADAP REPURCHASE INTENTION DALAM GAME GENSHIN IMPACT

Egar Surya, Anang Muftiadi, Arianis Chan
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Abstract

The present study seeks to examine the extent to which customer perceived value influences repurchase intention among consumers of in-game purchase products in the Genshin Impact game, with a case study conducted on members of the Genshin Impact Official Indonesia group. The research approach employed is quantitative, utilizing a descriptive verification method. The sampling technique involves non-probability sampling, specifically purposive sampling. Data were collected through questionnaires, observations, interviews, and literature studies. The data analysis was performed using simple linear regression, a significance test (T-test), and the coefficient of determination (r2). The study population consists of consumers of in-game purchase products in the Genshin Impact game, with a sample size of 120 respondents. The results indicate a significant influence of customer perceived value on repurchase intention among consumers of in-game purchase products in the Genshin Impact game. This implies that the higher the perceived customer perceived value, the greater the repurchase intention exhibited by consumers of in-game purchase products in the Genshin Impact game. Keywords: Customer Perceived Value, Repurchase Intention, Online Games
顾客感知价值对再购买意向的影响(Pengaruh customer perceived value terhadap repurchase intention dalam game genshin impact
本研究试图通过对印度尼西亚《源氏物语》官方小组成员进行案例研究,探讨顾客感知价值在多大程度上影响了《源氏物语》游戏内购买产品的消费者的再购买意愿。采用的研究方法是定量研究,使用描述性验证方法。抽样技术包括非概率抽样,特别是目的性抽样。通过问卷、观察、访谈和文献研究收集数据。数据分析采用简单线性回归、显著性检验(T 检验)和判定系数(r2)。研究对象包括《源氏冲击》游戏内购买产品的消费者,样本量为 120 人。结果表明,顾客感知价值对 "元心冲击 "游戏内购买产品的消费者的回购意向有显著影响。这意味着顾客感知价值越高,元心冲击游戏内购买产品的消费者表现出的再购买意愿就越高。 关键词顾客感知价值 回购意向 网络游戏
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