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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…mehr

Produktbeschreibung
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 virtualgoods and for the future study hopefully can do some research with focus on 1 game online
Autorenporträt
Rizky Ajara SE (Bachelor of Economic) C'est en me demandant pourquoi les gens veulent acheter des biens virtuels avec de l'argent que j'ai réalisé ce projet. Et merci à tous ceux qui ont participé à la réalisation de ce projet.