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Inspiration Through Advertising Pop-Up in Batam Communities and Consumers Tan, Jefry; Anggriani, Diny
Journal of Research and Investigation in Education Volume 3, No. 2, August 2025
Publisher : SAFE-Network

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/residu.v3i2.195

Abstract

The rapid increase in the use of Information and Communication Technology (ICT) in society has affected significant changes in entertainment media specifically in the field of video games. Ads in video games can affect user behavior, especially in the Inspired-To. Therefore, to understand more about Inspired-To that can affect the behavior of video game users, the writer will carry out this research using a questionnaire (N=390) and interviews (N=30) among video game users. In this study the authors found that the users were satisfied with the results of the advertisements pop up if the content is entertaining and provides benefits in the form of incentive. The author also identifies that each of the advertisements pop up entertaining and providing incentive benefits can increase the value of the ad. The writer finds that a good ad value can trigger a state of being inspired to the users in discovering something new which will then be followed by a state of being inspired to download the new game offered by the ad pop up. This study will assist users in identifying factors that can increase the state of being inspired in downloading a new game.The rapid increase in the use of Information and Communication Technology (ICT) in society has affected significant changes in entertainment media specifically in the field of video games. Ads in video games can affect user behavior, especially in the Inspired-To. Therefore, to understand more about Inspired-To that can affect the behavior of video game users, the writer will carry out this research using a questionnaire (N=390) and interviews (N=30) among video game users. In this study the authors found that the users were satisfied with the results of the advertisements pop up if the content is entertaining and provides benefits in the form of incentive. The author also identifies that each of the advertisements pop up entertaining and providing incentive benefits can increase the value of the ad. The writer finds that a good ad value can trigger a state of being inspired to the users in discovering something new which will then be followed by a state of being inspired to download the new game offered by the ad pop up. This study will assist users in identifying factors that can increase the state of being inspired in downloading a new game.
Inspiration by Pop-up Advertising among the Community in Batam and Consumer Tan, Jefry; Diny Anggriani Adnas
AJARCDE (Asian Journal of Applied Research for Community Development and Empowerment) Vol. 7 No. 3 (2023)
Publisher : Asia Pacific Network for Sustainable Agriculture, Food and Energy (SAFE-Network)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29165/ajarcde.v7i3.320

Abstract

The rapid increase in the use of Information and Communication Technology (ICT) in society has affected significant changes in entertainment media specifically in the field of video games. Advertisements in video games can influence user behavior, particularly in Inspired-To. In order to learn more about Inspired-To and how it can influence the behavior of video game players, the author will administer a questionnaire (N=390) and conduct interviews (N=30) with video game players. The authors of this study discovered that users were contented with the results of pop-up advertisements if the content was entertaining and provided incentives. The author also notes that each of the advertisements is entertaining and that providing incentive benefits can enhance the value of the advertisement. The author discovers that a strong ad value can inspire users to discover something new, which will then inspire them to download the new game advertised by the pop-up ad. This research will assist users in identifying factors that increase the likelihood that they will acquire a new game.