Analisis Dampak Komunitas dan Frekwensi Bermain terhadap Niat Membeli Virtual Items Para Pemain Game di Indonesia
DOI:
https://doi.org/10.47747/snfmi.v2i1.2345Abstract
In real terms, the gaming industry has entered the e-commerce era, and is trying to have more than one platform that is connected online. The aim of this research is to analyze the influence of the Virtual Community and the playing frequency of Genshin Impact players in Indonesia on their intention to purchase Virtual Items and the role of playing frequency in mediating this relationship. The population in this study are all Genshin Impact Game players in Indonesia who have never made a purchase (known as Free-to-play/F2P players). Distribution of the questionnaire was carried out online via Google Form which was distributed to the Genshin Impact online game community. From the questionnaire distribution, there was a sample of 500 respondents who had been selected using the Purposive Sampling method. The data analysis method used in this research is statistical analysis using SPSS version 25.0. The research results show that Virtual Community and Frequency of Playing have a positive and significant effect on Intention to purchase Virtual Items, and Virtual Community has a positive and significant effect on Frequency of Playing. Testing the mediation effect shows that Frequency of Playing plays a mediating role between Virtual Community and Intention to Purchase Virtual Items.
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