Abstract
Business needs to take advantage of Indonesian online gamers who are using online community to communicate and interact, when gamers share their reviews of game, for example, or when they post reviews of their purchases of virtual goods from online games. Using online community, gamers can do the trading with other members. The key is to share their experience with online games throughout the gamer’s journey.Players play an important role in the game market and have unique characteristics that respond differently to technology acceptance. In addition, a comprehensive review of the relevant literature on motivation for using Online Gamers Know-How Exchange shows that players are looking for recommendations from friends about the games they are interested in, through the social networking community and especially from their own communities.This paper analyzed the phenomenon of game-related industry involving motivation, opportunity, abilty and technology acceptance model in which organizations effectively raise the communication and know how above the gamers.Gamers from online community game taken as sample in Bandung City, West Java, Indonesia.Result shown that the two PEOU and PU were positively related to Online Gamers Know-How Exchange.
Highlights
The online game is arguably one of the most successful business models on the Internet (Wu et al, 2013)
Pay-to-play/Premium is a business model where earnings are earned through the sale of access rights to play the games, where the access right can be physical – CDs, cassette, or digital service; Free-to-play, on the other hand, is a business model where users can download free game apps and play them
Online gaming has a great sense of community; players need an online community dedicated to expressing their opinions or answering their questions about a particular game
Summary
The online game is arguably one of the most successful business models on the Internet (Wu et al, 2013). Players can access the game apps for free, except for virtual content such as characters and features of game that can only be played by purchasing it This Freemium model creates incomes through in-application deals where clients can buy extra characters or gear, for example, virtual merchandise (autos or weapons) that lift their exhibition and upgrade their gaming experience. Past the game business, selling virtual things, likewise put in-game commercials has become a significant wellspring of income in the standard online administrations Inspiration Opportunity Ability (MOA) hypothesis has been utilized to anticipate the consumer to consumer online knowhow exchange behavior the result revealed that MOA is well-suited as a predictor of consumer to consumer online knowhow exchange (Briliana et al, 2015) This examination expects to explore client to client online skill trade in Indonesia’s games industry, focusing on online games. Customer-to-Customer Know-How Exchange happens when clients interact with one another, trade information, contacts, process, concerns, grumblings, stories and proposals that will improve their prosperity (Gruen et al, 2006), such as decision to purchase and word of mouth
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