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Pengaruh Menonton eSport terhadap Gaming Intention dan Purchase Intention pada Game Valorant

Anna Amalyah Agus, S.E., M.B.A. (Pembimbing/Promotor) - ; Lubis, Naratama Raja - ;

Free to consume content have been an eye-catching aspect in contemporary technologies. Research regarding content related to games which are free to produce and free to consume have mainly focused on its in-game factors, less about the environment it comprises of. It is known that consumers intention to play games and make in-game purchases are also influence by its outside factors. eSport, easily defined as competition surrounding games played competitively have been an uprising platform for customer engagements and consumption. This research focuses on the potential of eSport contents to be an influential factor regarding its respective game’s intention to play and intention to purchase. Our study narrows down the Motivations Scale of Sport Consumption to define what does it takes to motivate a person to watch eSport, simulating it as a form of sport consumption. On the other hand, this study draws Watching Intention, Gaming Intention, and Purchase intention as factors of game consumption. This survey uses structural equation modeling (SEM) to analyze data collected from a sample of the video game, Valorant, players (n=364). This research contributes empirical evidence of the relationship between esport spectating and game consumption. It is found that the relationship between Watching Intention and Gaming Intention, to be particularly strong, which then ultimately factors to in-game purchase intention. .Ada Tabel


Ketersediaan

Call NumberLocationAvailable
13063PSB lt.2 - Karya Akhir1
PenerbitDepok: Program Studi Manajemen Fakultas Ekonomi dan Bisnis UI 2021
Edisi-
SubjekPurchase intention
Online Game
Gaming Intention
ISBN/ISSN-
Klasifikasi-
Deskripsi Fisikxiv, 139 p. ; diagr. ; 30 cm
Info Detail Spesifik-
Other Version/RelatedTidak tersedia versi lain
Lampiran BerkasTidak Ada Data

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