JOURNAL OF BUSINESS AND ECONOMICS RESEARCH (JBE)
Vol 2 No 3 (2021): October 2021

Perilaku Konsumtif Gamers Genshin Impact terhadap Pembelian Gacha

Cynthia Angelia (Politeknik Cendana, Medan)
Fauzi Akbar Maulana Hutabarat (Politeknik Cendana, Medan)
Ngajudin Nugroho (Politeknik Cendana, Medan)
Arwin Arwin (Politeknik Cendana, Medan)
Ivone Ivone (Politeknik Cendana, Medan)



Article Info

Publish Date
30 Oct 2021

Abstract

The purpose of this study is to empirically examine the effect of gamers' consumptive behavior on gacha purchases in the Genshin Impact Game. Gacha is a game based on the player's chance and luck. Most of these games are usually free-to-play games with a gacha system as an incentive to use real currency to collect rare (limited) items. The research method used is a quantitative type. The number of research samples is 250 people from the population of Genshin Impact players whose number is unknown, with the sampling technique is accidental sampling. The large influence of consumptive behavior on the purchase of gacha can be seen in the results of the coefficient of determination (R2) as a percentage of 74.5%. With the results of this coefficient, it can be concluded that the purchase of gacha by 74.5% is influenced by the consumptive behavior of the players, while the remaining 25.5% is contributed by other factors that can be explained by other variables outside the model

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Journal Info

Abbrev

jbe

Publisher

Subject

Decision Sciences, Operations Research & Management Economics, Econometrics & Finance

Description

1. Human Resource Management, 2. Financial Management, 3. Marketing Management, 4. Strategic Management, 5. Organizational Behavior, 6. Operations Management, 7. Change Management, 8. Management of Sharia, 9. Knowledge Management 10.Entrepreneurship, 11.E-Business, 12.Business Management, 13.Capital ...