Determination Of Attitude Using Games And Purchase Intentions In E-Commerce

This study aims to analyze the determinants of the use of games and the intention of buying in e-commerce. The data used is quantitative, with the population of Indonesian people who have played games in e-commerce. The data was collected using the nonprobability sampling method through the Google F...

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Published in:Jurnal Manajemen
Main Authors: Hasna N. Khoirunnisa, Sumadi
Format: Article
Language:English
Published: Universitas Tarumanagara 2023-02-01
Subjects:
Online Access:https://ecojoin.org/index.php/EJM/article/view/1035
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author Hasna N. Khoirunnisa
Sumadi
author_facet Hasna N. Khoirunnisa
Sumadi
author_sort Hasna N. Khoirunnisa
collection DOAJ
container_title Jurnal Manajemen
description This study aims to analyze the determinants of the use of games and the intention of buying in e-commerce. The data used is quantitative, with the population of Indonesian people who have played games in e-commerce. The data was collected using the nonprobability sampling method through the Google Form of 300 respondents. This study used Structural Equation Modeling (SEM) with the Lisrel version 8.80. To produce a fit model, this correlated study errors based on modification indices. Thus, the study concluded that utilitarian benefits and time/effort do not affect their attitude toward gaming use, but hedonic benefits and social values do affect their attitude toward gaming use, and the attitude toward gaming use has a positive effect on the intention of buying.
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spelling doaj-art-e5ff501fbf414f4db5fbe4b0af9f03202025-08-19T21:38:25ZengUniversitas TarumanagaraJurnal Manajemen1410-35832023-02-0127110312310.24912/jm.v27i1.10351018Determination Of Attitude Using Games And Purchase Intentions In E-CommerceHasna N. Khoirunnisa0Sumadi1Faculty of Business & Economics, Universitas Islam Indonesia, Yogyakarta, IndonesiaFaculty of Business & Economics, Universitas Islam Indonesia, Yogyakarta, IndonesiaThis study aims to analyze the determinants of the use of games and the intention of buying in e-commerce. The data used is quantitative, with the population of Indonesian people who have played games in e-commerce. The data was collected using the nonprobability sampling method through the Google Form of 300 respondents. This study used Structural Equation Modeling (SEM) with the Lisrel version 8.80. To produce a fit model, this correlated study errors based on modification indices. Thus, the study concluded that utilitarian benefits and time/effort do not affect their attitude toward gaming use, but hedonic benefits and social values do affect their attitude toward gaming use, and the attitude toward gaming use has a positive effect on the intention of buying.https://ecojoin.org/index.php/EJM/article/view/1035hedonic benefits; social value; attitude to use; tpb; sem.
spellingShingle Hasna N. Khoirunnisa
Sumadi
Determination Of Attitude Using Games And Purchase Intentions In E-Commerce
hedonic benefits; social value; attitude to use; tpb; sem.
title Determination Of Attitude Using Games And Purchase Intentions In E-Commerce
title_full Determination Of Attitude Using Games And Purchase Intentions In E-Commerce
title_fullStr Determination Of Attitude Using Games And Purchase Intentions In E-Commerce
title_full_unstemmed Determination Of Attitude Using Games And Purchase Intentions In E-Commerce
title_short Determination Of Attitude Using Games And Purchase Intentions In E-Commerce
title_sort determination of attitude using games and purchase intentions in e commerce
topic hedonic benefits; social value; attitude to use; tpb; sem.
url https://ecojoin.org/index.php/EJM/article/view/1035
work_keys_str_mv AT hasnankhoirunnisa determinationofattitudeusinggamesandpurchaseintentionsinecommerce
AT sumadi determinationofattitudeusinggamesandpurchaseintentionsinecommerce