Faktor-Faktor Yang Mempengaruhi Minat Beli Virtual Goods Online Games Mobile Legends (Studi Pada Mahasiswa Di Yogyakarta)

Idayanti, Taufiani Isti and Dr. Lilik Purwanti,, Ak., CA (2021) Faktor-Faktor Yang Mempengaruhi Minat Beli Virtual Goods Online Games Mobile Legends (Studi Pada Mahasiswa Di Yogyakarta). Sarjana thesis, Universitas Brawijaya.

Abstract

Penelitian ini bertujuan untuk menguji factor-faktor yang mempengaruhi minat beli mahasiswa untuk membeli virtual goods dalam online games Mobile Legends didasarkan dengan teori perilaku konsumsi yaitu perceived usefulness, satisfaction, dan perceived enjoyment. Populasi dalam penelitian adalah mahasiswa Yogyakarta yang pernah membeli virtual goods dalam game Mobile Legends. Jumlah sampel yang digunakan adalah sebanyak 100 responden dengan teknik snowball sampling. Penelitian menggunakan metode data kuantitatif yang diperoleh dengan menyebarkan kuesioner secara online melalui google form. Analisis data dilakukan dengan metode Partial Least Square (PLS) dengan software SmartPLS 3.0. Hasil pengujian menunjukkan bahwa perceived usefulness, satisfaction, dan perceived enjoyment berpengaruh positif secara langsung dan signifikan terhadap minat beli Mahasiswa untuk membeli virtual goods pada online games Mobile Legends. Hal ini berarti bahwa semakin tinggi tingkat perceived usefulness, satisfaction, dan perceived enjoyment yang dirasakan oleh mahasiswa pengguna Mobile Legends, maka semakin tinggi pula minat beli mereka akan virtual goods pada game Mobile Legends.

English Abstract

This research was to examine the factors that influence college students‟ interest to buy virtual goods in Mobile Legends online game based on the theory of consumption behavior, they are perceived usefulness, satisfaction, and perceived enjoyment. The population in this research were college students in Yogyakarta who ever have bought virtual goods in Mobile Legends game. The number of samples used in this research were 100 respondents with snowball sampling technique. This research used quantitative data methods that obtained by distributing questionnaires online via google form. Data analysis was performed using the Partial Least Square (PLS) method with the SmartPLS 3.0 software. The test results show that the perceived usefulness, satisfaction, and perceived enjoyment has a direct and significant positive effect on college students‟ interest to buy virtual goods in Mobile Legends online game. This means that the higher the perceived usefulness, satisfaction, and perceived enjoyment are perceived by the game users, the higher their interest in buying virtual goods in the Mobile Legends game.

Item Type: Thesis (Sarjana)
Identification Number: 0521020442
Uncontrolled Keywords: erceived usefulness, satisfaction, perceived enjoyment, virtual goods, Mobile Legends, perceived usefulness, satisfaction, perceived enjoyment, virtual goods, Mobile Legend
Subjects: 600 Technology (Applied sciences) > 657 Accounting
Divisions: Fakultas Ekonomi dan Bisnis > Akuntansi
Depositing User: Nur Cholis
Date Deposited: 13 Jul 2022 06:40
Last Modified: 13 Jul 2022 06:40
URI: http://repository.ub.ac.id/id/eprint/192005
[thumbnail of DALAM MASA EMBARGO] Text (DALAM MASA EMBARGO)
TAUFIANI ISTI IDAYANTI.pdf
Restricted to Registered users only until 31 December 2023.

Download (5MB)

Actions (login required)

View Item View Item