The Effect of Flow Factor on Brand Attitude and Purchase Intention in Mobile Legend: Bang-Bang

Dudi Anandya, None Indarini, Brilliant Prabowo Agung Darsono
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 Method: By design, this research is included in causal research, which aims to examine causal relationships between variables. The scale used is an interval of 7 points. The target population is active mobile legends: Bang-bang players who play at least two games daily. The player must have purchased at least two items in the last six months and be 17 years old. Purchase decisions must be made with the player's considerations. The number of samples collected was 300 respondents. The sampling technique used is non-probability sampling with a purposive sampling method. The analysis technique used is structural equation modeling with two stages. The analysis technique used is structural equation modeling with two stages. Hypothesis testing uses a t-test with an alpha of 10%.
 
 Result: Only skills that do not contribute to the formation of flow. This result is in line with previous research, so the role of skill as an antecedent needs to be studied further. Flow has been shown to shape brand attitudes and purchase intentions.","PeriodicalId":53091,"journal":{"name":"IJEBD International Journal of Entrepreneurship and Business Development","volume":"28 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IJEBD International Journal of Entrepreneurship and Business Development","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.24123/jeb.v4i3.5812","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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Abstract

Purpose: This research aims to analyze the influence of flow antecedents, which can elicit brand attitudes and purchase intentions. Method: By design, this research is included in causal research, which aims to examine causal relationships between variables. The scale used is an interval of 7 points. The target population is active mobile legends: Bang-bang players who play at least two games daily. The player must have purchased at least two items in the last six months and be 17 years old. Purchase decisions must be made with the player's considerations. The number of samples collected was 300 respondents. The sampling technique used is non-probability sampling with a purposive sampling method. The analysis technique used is structural equation modeling with two stages. The analysis technique used is structural equation modeling with two stages. Hypothesis testing uses a t-test with an alpha of 10%. Result: Only skills that do not contribute to the formation of flow. This result is in line with previous research, so the role of skill as an antecedent needs to be studied further. Flow has been shown to shape brand attitudes and purchase intentions.
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流动因子对移动传奇品牌态度和购买意愿的影响:Bang-Bang
目的:本研究旨在分析流动前因对品牌态度和购买意向的影响。 & # x0D;方法:通过设计,本研究被纳入因果研究,旨在检验变量之间的因果关系。使用的量表间隔为7分。目标人群是活跃的手机传奇人物:每天至少玩两款游戏的Bang-bang玩家。玩家必须在过去六个月内购买过至少两件物品,并且年满17岁。购买决定必须基于玩家的考虑。收集的样本数量为300人。使用的抽样技术是非概率抽样和目的性抽样方法。分析方法为两阶段结构方程建模。分析方法为两阶段结构方程建模。假设检验使用alpha为10%的t检验。 & # x0D;结果:只有那些不能形成心流的技能。这一结果与之前的研究结果一致,所以技能作为先行词的作用还需要进一步的研究。流动已被证明可以塑造品牌态度和购买意愿。
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