Penelitian ini bertujuan untuk mengetahui dan menganalisis pengaruhperceived ease of use, perceived enjoyment, perceived cohesion, social norm dancustomer preference terhadap customer loyalty komunitas game online FirstPerson Shooter (FPS) di Surabaya. Hasil penelitian ini menunjukkan adanyapengaruh customer preference terhadap customer loyalty, perceived ease of useterhadap perceived enjoyment, perceived enjoyment terhadap customerpreference, perceived cohesion terhadap customer preference, perceived cohesionterhadap customer loyalty dan social norm terhadap customer loyalty komunitasgame online First Person Shooter (FPS). Sedangkan, pengaruh perceived ease ofuse terhadap customer preference dan perceived enjoyment terhadap customerloyalty komunitas game online First Person Shooter (FPS) di Surabaya tidakterbukti.
Copyrights © 2014