在玩的意图和购买虚拟健身房时的补偿消耗

Anndy Tanuri, Stephen Timothy, Istijanto Istijanto, Prita Prasetya
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引用次数: 0

摘要

本研究的目的是在《Mobile Legends: Bang Bang》这款游戏的背景下,探究补偿消费是否会影响玩家的游戏意愿和虚拟商品购买意愿。研究人员引入了效用、自我放纵、社会互动和竞争力等变量来间接衡量代偿性消费。数据收集调查采用在线判断抽样技术进行,调查对象为居住在印度尼西亚的16至24岁的《Mobile Legends: Bang Bang》玩家。采用判断抽样法对292份在线问卷样本采用AMOS软件进行SEM(结构方程模型)分析。本研究主要发现:(1)社交互动对虚拟商品购买意愿有直接的正向影响,(2)效用和自我放纵对虚拟商品购买意愿有负向影响,(3)游戏意愿对自我放纵、社交媒体互动和竞争对虚拟商品购买意愿的影响有中介作用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Konsumsi Kompensasi pada Intensi Bermain dan Pembelian Gim Virtual
The purpose of this research is to find out whether the consumption of compensation affects the intention to play and to buy virtual goods in context of the game Mobile Legends: Bang Bang. Researchers included the variables utility, self-indulgence, social interaction, and competitiveness to measure compensatory consumption indirectly. The data collection survey was conducted using an online judgmental sampling technique with the criteria of respondents being Mobile Legends: Bang Bang players aged 16 to 24 years living in Indonesia. SEM (Structural Equation Model) analysis using AMOS software was carried out on 292 samples obtained from online questionnaires using a judgmental sampling technique. The main findings in this study: (1) social interaction has a direct positive effect on the intention to buy virtual goods, (2) utility and self-indulgence are negative predictors of purchase intention, (3) the intention to play has a mediating effect on the effect of self-indulgence, interaction social media, and competitiveness towards purchase intentions of virtual goods.
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