2021
DOI: 10.47191/jefms/v4-i9-10
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Uses and Gratification on Virtual Purchase Behavior of Mobile Game Items: An Alternative Approach

Abstract: This study aims to predict the behavior of purchase decisions for virtual goods, especially for PUBG Mobile game players, using a use and gratification approach, as well as perceived value as mediation. The population of this research is PUBG Mobile game players. The conditional sampling technique or purposive sampling amounted to 206 respondents. Samples are game players who have purchased virtual goods. Data analysis using SEM PLS. The results show that utilitarian gratification has the most influence on the… Show more

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