FAKTOR-FAKTOR MEMENGARUHI NIAT BERMAIN GAME AR BERBASIS LOKASI DENGAN TEORI USES & GRATIFICATIONS (STUDI KASUS: POKEMON GO)
Abstract
Seiring dengan maraknya penggunaan smartphone, ranah video game berkembang pesat menjadi mobile game. Salah satu contoh fenomenal adalah Pokémon GO, yang pada tahun 2019 menghasilkan keuntungan yang sangat besar, yaitu sekitar $894 juta, berkat fitur terbarunya, yaitu PVP (Player Versus Player). Fitur ini menarik pemain baru dan lama, terutama di Indonesia, di mana pada tanggal 12 Januari 2020, Pokémon GO mengadakan turnamen pertama di Indonesia yang diikuti oleh 480 peserta. Penelitian ini bertujuan untuk menganalisis faktor-faktor yang memengaruhi intensi bermain game Pokémon GO, dengan fokus pada faktor pemuas (gratification) dan faktor penghambat (inhibitors). Penelitian ini mengadopsi metode Teori Uses & Gratification yang dikembangkan oleh Hamari et al. dengan penambahan variabel moderator yang diusulkan oleh Rauscnabel et al. Metode penelitian yang digunakan adalah kuantitatif dengan analisis data menggunakan tools SmartPLS 3.2.9. Hasil penelitian menunjukkan bahwa sebagian besar variabel bebas terkait gratifikasi berpengaruh positif terhadap sikap pemain dalam bermain game, sementara variabel bebas terkait inhibitors tidak menunjukkan pengaruh yang signifikan terhadap sikap tersebut. Penelitian ini diharapkan dapat memberikan wawasan mengenai faktor-faktor yang memengaruhi intensi bermain Pokémon GO dan menjadi acuan untuk penelitian selanjutnya.
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References
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