DAMPAK MEDIA SOSIALTERHADAP PURCHASE INTENTION ITEM VIRTUAL PADA GAME ONLINE GENSHIN IMPACT

Romelah, Suprehatin Siti (2024) DAMPAK MEDIA SOSIALTERHADAP PURCHASE INTENTION ITEM VIRTUAL PADA GAME ONLINE GENSHIN IMPACT. JURNAL LENTERA BISNIS, 13 (2): 20. pp. 1-20. ISSN 2252-9993

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Abstract

Genshin Impact dengan cepat menjadi terkenal sebagai salah satu game seluler yang paling banyak dimainkan di dunia setelah mendapat pengakuan luas. Banyak gamer, khususnya mereka yang benar-benar berdedikasi pada game, telah terlibat dalam praktik membeli barang virtual ini. Tujuan utama dari penelitian ini adalah untuk mengukur dampak Twitter sebagai platform media sosial terhadap minat membeli produk dalam game di video game Genshin Impact. Dengan menggunakan IBM SPSS versi 26, penelitian ini menggunakan alat analisis kuantitatif. Seratus orang berpartisipasi dalam penelitian ini dengan mengisi kuesioner yang dikirimkan kepada mereka melalui Direct Message (DM) oleh akun Twitter resmi @GenshinImpact. Teknik pengambilan sampel yang digunakan adalah purposive sampling, dan jumlah sampel adalah 100. Serangkaian uji, termasuk uji validitas dan reliabilitas serta analisis statistik dan koefisien determinasi, digunakan untuk menganalisis data. Penelitian ini menemukan bahwa niat membeli item virtual (Y) dipengaruhi secara positif dan signifikan oleh variabel media sosial (X).
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Genshin Impact quickly rose to fame as one of the most played mobile games in the world after gaining widespread recognition. Many gamers, especially those who are truly dedicated to gaming, have engaged in this practice of purchasing virtual goods. The main objective of this research is to measure the impact of Twitter as a social media platform on interest in purchasing in-game products in the Genshin Impact video game. Using IBM SPSS version 26, this research uses quantitative analysis tools. One hundred people participated in this research by filling out a questionnaire sent to them via Direct Message (DM) by the official Twitter account @GenshinImpact. The sampling technique used was purposive sampling, and the number of samples was 100. A series of tests, including validity and reliability tests as well as statistical analysis and coefficient of determination, were used to analyze the data. This research found that the intention to purchase virtual item (Y) was influenced positively and significantly by the social media variable (X).

Item Type: Article
Uncontrolled Keywords: Media Sosial, Minat Beli, Item Virtual. Media Social, Purchase Intention, Item Virtual.
Subjects: H Social Sciences > HB Economic Theory
Divisions: Fakultas Ekonomi > Manajemen
Depositing User: Perpustakaan UNUSIDA
Date Deposited: 18 Oct 2024 04:47
Last Modified: 18 Oct 2024 04:47
URI: http://digilib.repository.unusida.ac.id/id/eprint/656

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