PENGARUH PRECEIVED VALUE TERHADAP CONSUMER’S BEHAVIORAL INTENTION MMORPG DI SURABAYA
Abstract
Penelitian ini bertujuan untuk membuktikan pengaruh antara emotional value, price value, quality value dan social value terhadap repurchase intention, willingness to pay dan word of mouth game MMORPG di Surabaya. Jenis penelitian yang digunakan adalah penelitian kausal dengan pendekatan kuantitatif. Penelitian ini menggunakan pendekatan purposive sampling yang merupakan teknik pengambilan sampel berdasarkan pertimbangan atau penilaian pribadi peneliti terkait dengan karakteristik populasi yang sesuai untuk dijadikan sampel penelitian. Adapun karakteristiknya adalah responden yang pernah bermain game MMORPG dalam satu tahun terakhir. Responden dalam penelitian ini berjumlah 209 orang. Analisis dalam penelitian ini menggunakan SEM (Structural Equation Modeling) dan diolah menggunakan software SPSS versi 18.0 for Windows serta AMOS versi 22.0 for Windows untuk pengujian Model Measurement dan Structural. Hasil penelitian ini menunjukkan bahwa 4 dari 12 hipotesis tidak terdukung yaitu emotional value terhadap repurchase intention, price value terhadap word of mouth, quality value terhadap word of mouth dan social value terhadap word of mouth.
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