Erni Dwi Pratiwi, Erni Dwi
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NIAT PEMBELIAN BARANG PADA GAME ONLINE MELALUI TEORI NILAI KONSUMSI DENGAN AMOS 21 Pratiwi, Erni Dwi
Jurnal Pilar Nusa Mandiri Vol 11 No 2 (2015): Pilar Nusa Mandiri : Journal of Computing and Information System Periode Septemb
Publisher : LPPM Universitas Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1139.805 KB) | DOI: 10.33480/pilar.v11i2.422

Abstract

Nowadays, online game is not just a game, it has become a commercial enterprise. A game tool transaction happens in it. the research is to analyze the factors which caused the players are interested in buying the items. The research uses the theory of Consumption Value, by Sheth, Newman, and Gross. there are six variables of analysis, such as Enjoyment Value, Character competency value, Visual authority value, Monetary value, Character identification dan Purchase intention. The results show that there are four variables which cause the players to buy the tools of the online game, they are Character competency value, Monetary value, Character identification, and Purchase Intention.
ANALISIS FAKTOR-FAKTOR YANG MEMPENGARUHI NIAT BERMAIN GAME ONLINE Pratiwi, Erni Dwi
Jurnal Pilar Nusa Mandiri Vol 10 No 2 (2014): Pilar Nusa Mandiri : Journal of Computing and Information System Periode Septemb
Publisher : LPPM Universitas Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1083.738 KB) | DOI: 10.33480/pilar.v10i2.476

Abstract

Technology develops and increases rapidly. It becomes a buzz in society, especially among teenagers. The online game is one of the technologies that rapidly growing and increasing in demand. This study analyzes six variables: the trust in online game’s websites, online game’s satisfaction, the enjoyment in playing online games, subjective norms, attitudes toward and intention playing online games. The samples were taken from 196 peoples in various regions cafe in Jakarta. Various factors can be affected in the intention of a person is playing an online game. The analysis showed that the satisfaction of online game does not affect a person in playing the game.