Conference on Management, Business, Innovation, Education and Social Sciences (CoMBInES)
Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc

Success Throughout Gacha Game Satisfaction by using D&M Model from Students in Batam

Junaidi Kwok (Student)
Tony Wibowo (Universitas Internasional Batam)



Article Info

Publish Date
04 Apr 2024

Abstract

Gacha games, a prominent subgenre in the realm of online and mobile gaming, have gained widespread popularity for their distinctive monetization approach involving random in-game purchases and the acquisition of virtual items or characters through virtual loot boxes. Despite the ongoing debates and controversies surrounding ethical implications and parallels to gambling, Gacha games have demonstrated significant success and consistently engaged a diverse player base. This research aims to unravel the mysteries of this success and assess its correlation with user satisfaction. The study adopts the DeLone and McLean Information Systems Success Model, tailored for qualitative data analysis. Titled "Success Throughout Gacha Game Satisfaction by using D&M Model from Students in Batam," this research delves into the perceptions and experiences of students in Batam, Indonesia, regarding various Gacha games, including AzurLane, Fate/GO, Honkai Impact, Arknights, Blue Archive, Genshin Impact, Honkai: Star Rail, and other notable titles.

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Journal Info

Abbrev

combines

Publisher

Subject

Aerospace Engineering Arts Social Sciences Other

Description

Conference on Management, Business, Innovation, Education and Social Sciences (CoMBInES) Conducting a research is one of the implementations of Three Pillars of Higher Education that has a crucial role for the development of science, technology, and arts as well as for the improvement of the welfare ...