Informasi Umum

Kode

25.04.513

Klasifikasi

000 - General Works

Jenis

Karya Ilmiah - Skripsi (S1) - Reference

Subjek

Consumer Behavior

Dilihat

194 kali

Informasi Lainnya

Abstraksi

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.<br /> 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.<br />             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.<br />       This r

  • BM62G3 - CONSUMER BEHAVIOR
  • BM62B4 - MARKETING MANAGEMENT

Koleksi & Sirkulasi

Tersedia 1 dari total 1 Koleksi

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Pengarang

Nama GALUH SEKAR PRAMASTI
Jenis Perorangan
Penyunting Heppy Millanyani, Refi Rifaldi Windya Giri
Penerjemah

Penerbit

Nama Universitas Telkom, S1 International ICT Business
Kota Bandung
Tahun 2025

Sirkulasi

Harga sewa IDR 0,00
Denda harian IDR 0,00
Jenis Non-Sirkulasi