Examining user's repurchase intention toward game-items in game-oriented virtual world

Also available in printed version

書誌詳細
第一著者: Syuhailah Mohamad Shapie
その他の著者: Mohd. Shoki Md. Ariff, supervisor
フォーマット: Bachelor thesis
言語:英語
出版事項: Universiti Teknologi Malaysia 2025
主題:
オンライン・アクセス:https://utmik.utm.my/handle/123456789/46072
Abstract Abstract here
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author Syuhailah Mohamad Shapie
author2 Mohd. Shoki Md. Ariff, supervisor
author_facet Mohd. Shoki Md. Ariff, supervisor
Syuhailah Mohamad Shapie
author_sort Syuhailah Mohamad Shapie
description Also available in printed version
format Bachelor thesis
id utm-123456789-46072
institution Universiti Teknologi Malaysia
language English
publishDate 2025
publisher Universiti Teknologi Malaysia
record_format dspace
record_pdf Abstract
spelling utm-123456789-460722025-08-21T03:34:57Z Examining user's repurchase intention toward game-items in game-oriented virtual world Syuhailah Mohamad Shapie Mohd. Shoki Md. Ariff, supervisor Business Also available in printed version Virtual world are an online medium which many people represent themselves by using a character or avatar, where people can communicate with each other and with virtual items. The factor that influence users� intention to repurchase game items in game-oriented virtual world were less emphasize especially in Malaysia. Therefore, this study is carried out (1) (1) to examine the effect of perceived usefulness (PU), perceived enjoyment (PE) and perceived price (PP) on user satisfaction in gameoriented virtual world; (2) to investigate the effect of PU, PE and PP on perceived value (PV) in game-oriented virtual world; (3) to determine the effect of PV on user satisfaction in game-oriented virtual world; and (4) to examine the effect of PV and user satisfaction toward user�s intention to repurchase game items in game-oriented virtual world. The theoretical framework were develop for this research. The studies were distributed 280 set of questionnaire and were collected to achieve the objective of the study by using a judgemental sampling method. The analysis result indicate that perceived value play an important role in establishing the users� post-adoption intention about game items. Then, the result also show what roles of perceived usefulness, perceived enjoyment and perceived price play in game-oriented virtual world environment. This research provide a useful model for measuring a factor that influence users to repurchase intention. Furthermore, the theoretical and practical implication of the study was discussed fahmimoksen UTM 101 p. Project Paper (Sarjana Muda Pengurusan (Pemasaran)) - Universiti Teknologi Malaysia, 2019 2025-03-12T04:53:18Z 2025-03-12T04:53:18Z 2019 Bachelor thesis https://utmik.utm.my/handle/123456789/46072 vital:121278 valet-20190305-09300 ENG Closed Access UTM Complete Unpublished Completion application/pdf Universiti Teknologi Malaysia
spellingShingle Business
Syuhailah Mohamad Shapie
Examining user's repurchase intention toward game-items in game-oriented virtual world
thesis_level Other
title Examining user's repurchase intention toward game-items in game-oriented virtual world
title_full Examining user's repurchase intention toward game-items in game-oriented virtual world
title_fullStr Examining user's repurchase intention toward game-items in game-oriented virtual world
title_full_unstemmed Examining user's repurchase intention toward game-items in game-oriented virtual world
title_short Examining user's repurchase intention toward game-items in game-oriented virtual world
title_sort examining user s repurchase intention toward game items in game oriented virtual world
topic Business
url https://utmik.utm.my/handle/123456789/46072
work_keys_str_mv AT syuhailahmohamadshapie examiningusersrepurchaseintentiontowardgameitemsingameorientedvirtualworld