Keputusan Konsumen Dalam Pembelian Virtual Items pada Game Online Mobile Legends: Bang Bang  

Fadhilah Diva Oktaviansyah, R. Tutiasri
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Abstract

  The online game Mobile Legends: Bang Bang is a free-to-play online game that is popular in various circles. In the game there are various interesting virtual items, both in terms of game mechanics and the design of the characters or available heroes. Various types of virtual items available in the game can attract players to top up and buy virtual items as needed and desired. This study uses a descriptive qualitative research method to find out the reasons for various aspects of the consumption value of the players in making top ups to buy virtual items in the game. The results of this study indicate that decorative props such as those with attractive designs are the main reason for players to top up in the game, as well as the gameplay of the character they like is another reason for buying skins. Apart from that, satisfaction and support from family to be able to work in e-sports is also one of the reasons for players in playing the online game Mobile Legends: Bang Bang to keep topping up.  Keywords: The Consumption Value, Online Game, Mobile Legends: Bang Bang
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Keputusan Konsumen Dalam Pembelian虚拟道具游戏在线手机传说:Bang Bang
网络游戏《Mobile Legends: Bang Bang》是一款在各个圈子都很受欢迎的免费网络游戏。在游戏中有各种有趣的虚拟道具,无论是游戏机制还是角色或英雄的设计。游戏中提供的各种虚拟道具能够吸引玩家去充值并购买所需的虚拟道具。本研究采用描述性质的研究方法,找出玩家在游戏中充值购买虚拟物品的消费价值的各个方面的原因。这项研究的结果表明,装饰性道具(游戏邦注:如那些具有吸引人设计的道具)是玩家在游戏中充值的主要原因,而他们喜欢的角色的玩法也是购买皮肤的另一个原因。除此之外,能够在电子竞技领域工作的满足感和来自家庭的支持也是玩家玩网络游戏《Mobile Legends: Bang Bang》不断充值的原因之一。关键词:消费价值;网络游戏;手机传奇
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