2017
DOI: 10.1016/j.rausp.2017.08.004
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Consumer behavior of electronic games’ players: a study on the intentions to play and to pay

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Cited by 22 publications
(18 citation statements)
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“…With the rapid development of video game culture player behaviour, and especially game-related consumer behaviour have become a popular topic of research over the past decade, examining elements such as player-types and behaviours [3,45], gaming preferences [15], and motivations to play [40,48,50].…”
Section: Previous Research and Consumer Behaviour 221 View Play Anmentioning
confidence: 99%
“…With the rapid development of video game culture player behaviour, and especially game-related consumer behaviour have become a popular topic of research over the past decade, examining elements such as player-types and behaviours [3,45], gaming preferences [15], and motivations to play [40,48,50].…”
Section: Previous Research and Consumer Behaviour 221 View Play Anmentioning
confidence: 99%
“…Suatu tantangan pada minat bermain seseorang mampu meningkatkan tingkat pembelajaran para pemain: semakin banyak upaya untuk menyelesaikan tantangan, semakin besar pembelajaran (Souza & Freitas, 2017 (Jin, 2014). Fun mempengaruhi secara positif terhadap Intention to Play.…”
Section: Hipotesisunclassified
“…Namun penelitian yang dilakukan di Jakarta ini mengkonfirmasi penemuan yang dilakukan oleh Souza & Freitas (2017) pada penelitian sebelumnya yang menyatakan bahwa pemain tidak termotivasi untuk bermain, atau terus-menerus bermain oleh kegembiraan atau emosi yang berasal dari permainan. Gairah terkait dengan sensasi fisiologis yang dapat memberikan pemain merasa nyaman sehubung dengan stimulus yang diterima saat bermain, hal itu sulit dikenali (Souza & Freitas, 2017). Dari pernyataan diatas dapat dinyatakan bahwa arousal berpengaruh positif pada intention to play namun belum tentu memiliki cukup pengaruh kuat yang signifikan.…”
Section: Pembahasan Model Penelitianunclassified
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