THE INFLUENCE OF eWOM AT @PAIMONFESS ON PURCHASE INTENTION OF VIRTUAL ITEM ON GENSHIN IMPACT IN INDONESIA - Dalam bentuk buku karya ilmiah

GALUH SEKAR PRAMASTI

Informasi Dasar

92 kali
25.04.513
000
Karya Ilmiah - Skripsi (S1) - Reference

The research background explores how game industries have evolved with free to play game model. Genshin Impact also has gained global attention with its gameplay. In-app purchases have become the main revenue of free to play game model. The big of online community and eWOM have led to the intention of purchasing in-game virtual items.
The objective of this research is to measure how much eWOM influence the purchase intention of virtual item in Genshin Impact. This research is expected to improve marketing strategies for Genshin Impact while utilizing eWOM with a better understanding of how they influence customer purchase intention.
            This research adopts a quantitative approach by collecting data through surveys via a questionnaire from representative samples. The analysis method is using SEM-PLS that investigates how much eWOM influence purchase intention. This method allows to predict relation of the independent variable that more than two on the dependent variable.
      This r

Subjek

CONSUMER BEHAVIOR
 

Katalog

THE INFLUENCE OF eWOM AT @PAIMONFESS ON PURCHASE INTENTION OF VIRTUAL ITEM ON GENSHIN IMPACT IN INDONESIA - Dalam bentuk buku karya ilmiah
 
xii, 115p.: il,; pdf file
 

Sirkulasi

Rp. 0
Rp. 0
Tidak

Pengarang

GALUH SEKAR PRAMASTI
Perorangan
Heppy Millanyani, Refi Rifaldi Windya Giri
 

Penerbit

Universitas Telkom, S1 International ICT Business
Bandung
2025

Koleksi

Kompetensi

  • BM62G3 - CONSUMER BEHAVIOR
  • BM62B4 - MARKETING MANAGEMENT

Download / Flippingbook

 

Ulasan

Belum ada ulasan yang diberikan
anda harus sign-in untuk memberikan ulasan ke katalog ini