顾客感知价值对再购买意向的影响(Pengaruh customer perceived value terhadap repurchase intention dalam game genshin impact

Egar Surya, Anang Muftiadi, Arianis Chan
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摘要

本研究试图通过对印度尼西亚《源氏物语》官方小组成员进行案例研究,探讨顾客感知价值在多大程度上影响了《源氏物语》游戏内购买产品的消费者的再购买意愿。采用的研究方法是定量研究,使用描述性验证方法。抽样技术包括非概率抽样,特别是目的性抽样。通过问卷、观察、访谈和文献研究收集数据。数据分析采用简单线性回归、显著性检验(T 检验)和判定系数(r2)。研究对象包括《源氏冲击》游戏内购买产品的消费者,样本量为 120 人。结果表明,顾客感知价值对 "元心冲击 "游戏内购买产品的消费者的回购意向有显著影响。这意味着顾客感知价值越高,元心冲击游戏内购买产品的消费者表现出的再购买意愿就越高。 关键词顾客感知价值 回购意向 网络游戏
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PENGARUH CUSTOMER PERCEIVED VALUE TERHADAP REPURCHASE INTENTION DALAM GAME GENSHIN IMPACT
The present study seeks to examine the extent to which customer perceived value influences repurchase intention among consumers of in-game purchase products in the Genshin Impact game, with a case study conducted on members of the Genshin Impact Official Indonesia group. The research approach employed is quantitative, utilizing a descriptive verification method. The sampling technique involves non-probability sampling, specifically purposive sampling. Data were collected through questionnaires, observations, interviews, and literature studies. The data analysis was performed using simple linear regression, a significance test (T-test), and the coefficient of determination (r2). The study population consists of consumers of in-game purchase products in the Genshin Impact game, with a sample size of 120 respondents. The results indicate a significant influence of customer perceived value on repurchase intention among consumers of in-game purchase products in the Genshin Impact game. This implies that the higher the perceived customer perceived value, the greater the repurchase intention exhibited by consumers of in-game purchase products in the Genshin Impact game. Keywords: Customer Perceived Value, Repurchase Intention, Online Games
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