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Buying motives of virtual goods in online games.
В наличии
Местонахождение: Алматы | Состояние экземпляра: новый |
Бумажная
версия
версия
Автор: Rizky Ajara,Paulus Kindangen and Maria Tielung
ISBN: 9783659667039
Год издания: 2019
Формат книги: 60×90/16 (145×215 мм)
Количество страниц: 80
Издательство: LAP LAMBERT Academic Publishing
Цена: 23919 тг
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Аннотация: This study tries to find out what are the buying motives that drive consumer (player) do the purchasing of virtual goods in online games. This study used purposive sampling technique because respondents selected in accordance with characteristic that meet the criteria in the study. This study used generic qualitative inquiry approach by using structured interview as data collection method so enable the interviewer to ask each respondent the same questions in the same way. Structured interview was used to find out respondents’ buying motives in purchase decision of virtual goods in online games. The data were collected by interviewing the respondent one-to-one discussion session. The buying motives has divided by 2 variables product buying motives and patronage buying motives The result shows 7 indicators strongly influence consumer to do the purchasing of virtual goods in online games study finally recommended to the game developer to usually focus on improve the model of virtual goods and for the future study hopefully can do some research with focus on 1 game online
Ключевые слова: Purchase decision of virtual goods