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Journal : EQIEN - JURNAL EKONOMI DAN BISNIS

Peningkatan Minat In-game Purchase Pada Remaja di Batam Selama Masa Pandemi Marvin Christian; Jonathan Jonathan; Henry Henry; Ricky Wijaya; Kevin Charles
Eqien - Jurnal Ekonomi dan Bisnis Vol 11 No 1 (2022): EQIEN- JURNAL EKONOMI DAN BISNIS
Publisher : Sekolah Tinggi Ilmu Ekonomi Dr Kh Ez Mutaqien

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (511.596 KB) | DOI: 10.34308/eqien.v11i1.648

Abstract

The growing number of video game industry has made video game developers to take advantage of the opportunities to develop video games that have interesting gameplay. One being to utilize in-game purchases to create a more engaging experience. Therefore, this study aims to examine the effect of immersion and telepresence on interest in in-game purchase among teenagers in Batam, and to find out the factors to be considered by video game development companies in leveraging their in-game purchase. This research is conducted quantitatively by distributing questionnaires to 200 respondents throughout Batam. The results were analyzed using linear regression method through SPSS. The results showed that immersion did not affect the increase in interest in-game purchase among teenagers in Batam. However, the results showed that telepresence has a significant effect on increasing the interest of teenagers in in-game purchase. It is implied that game development companies should consider telepresence as a factor that promotes in-game purchase in their video games.