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Record W2100378742

KEPUASAN TERHADAP GAME DAN NILAI OTORITAS VISUAL SEBAGAI FAKTOR YANG MEMPENGARUHI MINAT BELI VIRTUAL GOODS ONLINE GAME DOTA 2

2015· article· id· W2100378742 on OpenAlexaboutno aff
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Bibliographic record

VenueJurnal Ilmiah Universitas Bakrie · 2015
Typearticle
Languageid
FieldSocial Sciences
TopicSMEs Development and Digital Marketing
Canadian institutionsnot available
Fundersnot available
KeywordsChemistry
DOInot available

Abstract

fetched live from OpenAlex

Penelitian ini bertujuan untuk menguji pengaruh faktor kepuasan terhadap game dan nilai otoritas visual terhadap minat beli virtual goods game Dota 2 di Jakarta secara simultan dan parsial. Jenis penelitian yang digunakan adalah penelitian kausal dengan teknik analisis data menggunakan analisis kuantitatif. sedangkan metode pengumpulan datanya menggunakan metode survey dengan teknik purposive sampling. Penelitian ini menggunakan data primer berasal dari 100 responden pemain game Dota 2. Data dikumpulkan melalui kuesioner secara on-line melalui komunitas chat grup Jakarta pada game Dota 2 dan secara off-line melalui kafe internet di Jakarta. Uji instrumen yang dilakukan adalah uji reliabilitas dan validitas. Pengujian hipotesis dilakukan dengan menggunakan analisi regresi linear berganda. Hasil uji F terhadap kedua variabel penelitian yaitu kepuasan terhadap game dan nilai otoritas visual, menunjukkan bahwa kedua variabel tersebut secara bersama-sama (simultan) mempunyai pengaruh positif dan signifikan terhadap minat beli virtual goods game Dota 2. Sedangkan hasil uji t pada penelitian ini menunjukkan bahwa variabel  kepuasan terhadap game dan nilai otoritas visual secara parsial juga mempunyai pengaruh positif dan signifikan terhadap minat beli virtual goods game Dota 2. Penelitian ini dapat berkontribusi dalam memahami perilaku konsumen game online di negara berkembang seperti Indonesia dan dapat diaplikasikan sebagai rencana pemasaran bagi bisnis game online untuk mempromosikan minat beli virtual goods. Kata kunci : Virtual Goods , kepuasan terhadap game , nilai otoritas visual, minat beli The purpose of this study is to analyze the influence of subjective satisfaction about the game and visual authority value towards purchase intention of virtual goods online games Dota 2. The type of this research study is causal research which uses quantitative analysis. Meanwhile, the data collected through survey with structured questionnaires. Purposive sampling technique was used to draw respondents from on-line and off-line surveys. On-line survey was done through Dota 2 group chat, while off-line survey was carried out by survey at internet cafe in Jakarta. There were 100 respondents who completed the questionnaires. The results show that reliability and validity of the research instruments were reliable and valid. Furthermore, the findings also show that subjective satisfaction about the game and visual authority value influenced purchase intention, both partially and simultaneously. The research findings can contribute to the understandings of online game consumer behavior in developing country such as Indonesia and be adopted as marketing planning guideline for online game business managers to promote purchase intention of virtual goods. Keywords: virtual goods, satisfaction about the game, visual authority value, purchase intention Daftar Pustaka Adams, E. dan Rolling, A. (2006). Fundamentals of Game Design . Prentice Hall. Assael, Henry. (2001). Consumer Behavior 6th Edition . New York: Thomson Learning. Chenet., P., Dagger, T.S., dan O’Sullivan, D. (2010). Service quality, trust, commitment and service differentiation in business relationships. Journal of Services Marketing, Vol. 14,pp. 405-20 DFC Intelligence. (2013). Digital Distribution Key to Online Game Market Growth . Diambil dari http://www.dfcint.com/wp/?p=14 . (diakses terakhir tanggal 10 Mei 2015) Dota 2. (2013). Dota 2 Released . Diambil dari http://blog.dota2.com Fandy, Tjiptono. (2005). Pemasaran Jasa , Malang : Bayumedia Publishing. Ferdinand, Augusty. (2002). Pengembangan Minat Beli Merek Ekstensi. Badan Penerbit Universitas Diponegoro, Semarang. Game Industry. (2015). Dota 2 Impresses with Super Engaged Player Base . Diambil dari http://www.gamesindustry.biz/articles/2015-02-27-dota-2-impresses-with-super-engaged-player-base-eedar Ghozali, Imam. (2005). Aplikasi Analisis Multivariate dengan Program SPSS. Badan Penerbit Universitas Diponegoro, Semarang. Gujarati, Damodar. (2006). Dasar-Dasar Ekonometrika Jilid I . Jakarta : Penerbit Erlangga Guo, Y. dan Barnes, S. (2009). Virtual item purchase behavior in virtual worlds: An exploratory investigation. Electronic Commerce Research , Vol. 9, No. 1/2. Hashim, A. dan Sekaran, U. (2007). Research Methods for Business, Metodologi Penelitian untuk Bisnis . Jakarta: Salemba Empat. Hertfeld, Oliver. (2012). What is the legal status of virtual goods? , dari http://www.forbes.com/sites/oliverherzfeld/2012/12/04/what-is-the-legal-status-of-virtual-goods/ Ho, C.H. dan Wu, T. Y. (2012), “Factors Affecting Intent to Purchase Virtual Goods in Online Games,” International Journal of Electronics Business Management, Vol.10, No. 3. Hoffman, D. L., dan Novak, T. P. (2005). A conceptual framework for considering web-based business models and potential revenue streams. International Journal of Marketing Education . Homburg, C., dan Rudolph, B. (2001). Customer satisfaction in industrial markets: Dimensional and multiple role issues. Journal of Business Research , 52(1). Johnston, Euan. (2013). 5 Step Understanding Your Customer . Diambil dari http://www.b2bmarketing.net/blog/posts/2013/06/24/5-steps-understanding-your-customer%E2%80%99s-buying-process Kim, H.E., Koh, J., dan Lee, H.L. (2009). Investigating the intention of purchasing digital items in virtual communities . Pacific Asia Conference on Information Systems (PACIS), Hyderabad, India. Kopalle, P.K. dan Lehmann, D.K. (2006). “Setting Quality Expectations When Entering a Market: What Should the Promise Be?”. Marketing Science . Kotler, P. dan Keller, K. L. (2007). Marketing Management . New Jersey: Pearson Education Inc. Kotler, P., dan Armstrong, G. (2001). Prinsip – Prinsip Pemasaran, edisi ke-delapan , jilid 1. Jakarta: Erlangga. Laurijsen, D.W.J. (2013). Effects of Micro-transactions on the Satisfaction of Players in Online Games . Netherlands. Lehdonvirta, V. (2009). Virtual item sales as a revenue model: Identifying attributes that drive purchase decisions. Electronic Commerce Research , Vol. 9, No. ½. Lehtiniemi, T., dan Lehdonvirta, V. (2007). How big is the RMT market anyway? Virtual Economy Research Network , http://virtual-economy.org/blog/how_big_is_the_rmt_market_anyw . (diakses terakhir tanggal 5 Maret 2015) Lin, H. dan Sun, C. T. (2007). Cash trade within the magic circle: Free-to-play game challenges & massively multiplayer online game player responses, Proceedings of DiGRA 2007 : Situated Play. Live Gamer. (2008). Virtual item monetization: A powerful revenue opportunity for online game publishers & virtual world operators . Diambil dari http://www.livegamer.com/strategy/whitepapers/Live_Gamer_Opportunity_Whitepaper_NA.PDF (diakses terakhir tanggal 25 Maret 2015) Malhotra, N.K. (2007). Marketing Research (5 th Edition). New Jersey: Pearson Prentice Hall. Nojima, Miho. (2007). Pricing models and motivations for MMO play. In Proceedings of DiGRA 2007 . Oliver, Richard L. (1997). Satisfaction: A. Behavioral Perspective on The Consumer , McGraw-Hill: New York Park, B. W. dan Lee, K. C. (2011). Exploring the value of purchasing online game items. Computers in Human Behavior , Vol. 27, No. 6. Pierson. (2014). Different Kind Online Games Types . Diambil dari http://www.seriousgamesfestival.com/different-kind-online-game-types/ Rahman, M.S., Haque, M.M., dan Khan, A.H. (2012). A Conceptual Study on Consumers’ Purchase Intention of Broadband Services: Service Quality and Experience Perspective . Canadian Center of Science and Education, Cyberjaya, Malaysia. Reiss, Kolja. (2012). 5 Ways Virtual Goods Spending Habbits , diambil dari http://mashable.com/2012/06/14/virtual-goods-spending/. Sekaran, U. dan Bougie, R. (2009). Research Methods for Business, A Skill Building Approach . UK: John Wiley and Sons ltd. Sheth, J., Newman, B. dan Gross, B. (1991). Consumption Values and Market Choice . Cincinnati, OH: South-Western Publishing. Turel, O., Serenko, A. dan Bontis, N. (2010). User acceptance of hedonic digital artifacts: A theory of consumption values perspective. Information & Management , Vol. 47, No. 1. Wallace, P. (1999). The Psychology of The Internet . United Kingdom: Cambridge University Press. Winn, B.M. dan Fisher, J.W. (2004). Design of Communication, Competition, and Collaboration in Online Games . Dipresentasikan dalam computer game technology conference. Toronto, Canada. Zikmund, W.G. (2003). Busniness Research Methods . USA: South-Western.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.002
metaresearch head score (Gemma)0.007
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.069
Threshold uncertainty score0.230

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0020.007
Meta-epidemiology (narrow)0.0010.000
Meta-epidemiology (broad)0.0010.000
Bibliometrics0.0010.001
Science and technology studies0.0020.001
Scholarly communication0.0050.002
Open science0.0010.003
Research integrity0.0010.001
Insufficient payload (model declined to judge)0.0690.014

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.029
GPT teacher head0.283
Teacher spread0.254 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designObservational
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

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