Perceived values and purchase behavior of online game attribute products: Gender overview

Tony Wijaya
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Abstract

Game-oriented business development is growing quickly and this encourages the digital economy in Indonesia. This research aims to examine the role of perceived value on the purchase behavior of online game attributes in Indonesia based on gender groups. Samples were taken from several online gaming communities in Indonesia. The variables in this study consist of perceived value variables, namely emotional, quality, social and economic value, which are antecedents for the online game attribute purchase intention and purchase behavior variables. Data were analyzed using Structural Equation Modeling. The research results show an influence on purchase intentions of perceived value which consists of emotional, quality, social and economic value and ultimately shapes the buying behavior of online game product attributes. There is a difference in each component of perceived value on purchase intention between male and female groups. Emotional and quality values do not affect the female group’s pursuit intent, while social values do not significantly affect the male group.
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网络游戏属性产品的感知价值与购买行为:性别概述
以游戏为导向的业务发展正在快速增长,这鼓励了印尼的数字经济。本研究旨在基于性别群体考察感知价值在印尼网络游戏属性购买行为中的作用。样本取自印度尼西亚的几个在线游戏社区。本研究的变量由感知价值变量组成,即情感、质量、社会和经济价值,这些变量是网络游戏属性购买意图和购买行为变量的前因。使用结构方程建模对数据进行分析。研究结果表明,感知价值对购买意愿的影响包括情感价值、质量价值、社会价值和经济价值,并最终形成网络游戏产品属性的购买行为。男性和女性群体在购买意愿感知价值的各个组成部分存在差异。情感价值观和素质价值观对女性群体的追求意向没有显著影响,而社会价值观对男性群体的追求意愿没有显著影响。
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