媒体对网络游戏虚拟物品购买意向的影响

Suprehatin Siti Romelah
{"title":"媒体对网络游戏虚拟物品购买意向的影响","authors":"Suprehatin Siti Romelah","doi":"10.34127/jrlab.v13i2.1074","DOIUrl":null,"url":null,"abstract":"Genshin Impact quickly rose to fame as one of the most played mobile games in the world after gaining widespread recognition. Many gamers, especially those who are truly dedicated to gaming, have engaged in this practice of purchasing virtual goods. The main objective of this research is to measure the impact of Twitter as a social media platform on interest in purchasing in-game products in the Genshin Impact video game. Using IBM SPSS version 26, this research uses quantitative analysis tools. One hundred people participated in this research by filling out a questionnaire sent to them via Direct Message (DM) by the official Twitter account @GenshinImpact. The sampling technique used was purposive sampling, and the number of samples was 100. A series of tests, including validity and reliability tests as well as statistical analysis and coefficient of determination, were used to analyze the data. This research found that the intention to purchase virtual goods (Y) was influenced positively and significantly by the social media variable (X). \n \nKey words: Media Social, Purchase Intention, Item Virtual","PeriodicalId":230773,"journal":{"name":"JURNAL LENTERA BISNIS","volume":"140 44","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-05-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"DAMPAK MEDIA SOSIAL TERHADAP PURCHASE INTENTION ITEM VIRTUAL PADA GAME ONLINE GENSHIN IMPACT\",\"authors\":\"Suprehatin Siti Romelah\",\"doi\":\"10.34127/jrlab.v13i2.1074\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Genshin Impact quickly rose to fame as one of the most played mobile games in the world after gaining widespread recognition. Many gamers, especially those who are truly dedicated to gaming, have engaged in this practice of purchasing virtual goods. The main objective of this research is to measure the impact of Twitter as a social media platform on interest in purchasing in-game products in the Genshin Impact video game. Using IBM SPSS version 26, this research uses quantitative analysis tools. One hundred people participated in this research by filling out a questionnaire sent to them via Direct Message (DM) by the official Twitter account @GenshinImpact. The sampling technique used was purposive sampling, and the number of samples was 100. A series of tests, including validity and reliability tests as well as statistical analysis and coefficient of determination, were used to analyze the data. This research found that the intention to purchase virtual goods (Y) was influenced positively and significantly by the social media variable (X). \\n \\nKey words: Media Social, Purchase Intention, Item Virtual\",\"PeriodicalId\":230773,\"journal\":{\"name\":\"JURNAL LENTERA BISNIS\",\"volume\":\"140 44\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-05-15\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"JURNAL LENTERA BISNIS\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.34127/jrlab.v13i2.1074\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"JURNAL LENTERA BISNIS","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.34127/jrlab.v13i2.1074","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

在获得广泛认可后,《源氏冲击》迅速崛起,成为世界上玩家最多的手机游戏之一。许多玩家,尤其是那些真正专注于游戏的玩家,都参与了这种购买虚拟物品的行为。本研究的主要目的是测量 Twitter 作为社交媒体平台对购买《源氏物语》电子游戏中游戏产品兴趣的影响。本研究使用 IBM SPSS 26 版作为定量分析工具。100 人通过填写由官方 Twitter 帐户 @GenshinImpact 通过直接消息(DM)发送给他们的问卷参与了本研究。采用的抽样技术为目的性抽样,样本数量为 100 个。数据分析采用了一系列测试,包括效度和信度测试以及统计分析和判定系数。研究发现,虚拟商品购买意向(Y)受社交媒体变量(X)的正向显著影响。 关键字社交媒体 购买意向 虚拟物品
本文章由计算机程序翻译,如有差异,请以英文原文为准。
DAMPAK MEDIA SOSIAL TERHADAP PURCHASE INTENTION ITEM VIRTUAL PADA GAME ONLINE GENSHIN IMPACT
Genshin Impact quickly rose to fame as one of the most played mobile games in the world after gaining widespread recognition. Many gamers, especially those who are truly dedicated to gaming, have engaged in this practice of purchasing virtual goods. The main objective of this research is to measure the impact of Twitter as a social media platform on interest in purchasing in-game products in the Genshin Impact video game. Using IBM SPSS version 26, this research uses quantitative analysis tools. One hundred people participated in this research by filling out a questionnaire sent to them via Direct Message (DM) by the official Twitter account @GenshinImpact. The sampling technique used was purposive sampling, and the number of samples was 100. A series of tests, including validity and reliability tests as well as statistical analysis and coefficient of determination, were used to analyze the data. This research found that the intention to purchase virtual goods (Y) was influenced positively and significantly by the social media variable (X). Key words: Media Social, Purchase Intention, Item Virtual
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信