Abstract

Modern games dominate the games of children, teenagers, adults and even parents in today's urban areas. Smartphones resulting from technological developments can be installed into various digital games, played anytime and anywhere during the spare time using hand fingers in operation. While traditional games are less technological developments and are gradually being abandoned, they have many benefits of social competence, such as problem-solving, self-control, cooperation and empathy and are derived from noble cultural values. This study examines the variables of image, quality perception and risk perception of the game on decisions to play traditional games through value perception as an intervening. The sample is 100 respondents from parents of boys and girls who are currently exposed to digital games and are looking for ideal games that are useful for their children and located in urban areas. The accidental sampling method is a technique used in data collection. The data is sourced from questionnaires, and the analysis used in testing the relationship is the SEM using the SmartPLS and SPSS applications. The conclusions from the analysis are: (1) Brand Image did not have a significant and positive effect on VP; (2) QP has a significant and positive effect on VP; (3) RP did not have a significant and positive effect on VP; (4) VP has a significant and positive effect on DTP Traditional Games; (5) VP did not mediate the Images on DTP Traditional Games; (6) VP mediate the QP on DTP Traditional Games; (7) VP did not mediate the RP on DTP Traditional Games.

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