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

Egar Surya, Anang Muftiadi, Arianis Chan
{"title":"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","authors":"Egar Surya, Anang Muftiadi, Arianis Chan","doi":"10.34127/jrlab.v13i2.1091","DOIUrl":null,"url":null,"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. \n \nKeywords: Customer Perceived Value, Repurchase Intention, Online Games","PeriodicalId":230773,"journal":{"name":"JURNAL LENTERA BISNIS","volume":"128 47","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-05-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"PENGARUH CUSTOMER PERCEIVED VALUE TERHADAP REPURCHASE INTENTION DALAM GAME GENSHIN IMPACT\",\"authors\":\"Egar Surya, Anang Muftiadi, Arianis Chan\",\"doi\":\"10.34127/jrlab.v13i2.1091\",\"DOIUrl\":null,\"url\":null,\"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. \\n \\nKeywords: Customer Perceived Value, Repurchase Intention, Online Games\",\"PeriodicalId\":230773,\"journal\":{\"name\":\"JURNAL LENTERA BISNIS\",\"volume\":\"128 47\",\"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.v13i2.1091\",\"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.v13i2.1091","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

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
本文章由计算机程序翻译,如有差异,请以英文原文为准。
PENGARUH CUSTOMER PERCEIVED VALUE TERHADAP REPURCHASE INTENTION DALAM GAME GENSHIN IMPACT
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
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