Consumption Pattern In Surabaya Vainglory Community: A Case Study In East And Center Surabaya

Nursandi Irsyad Zulkarnaen (2019) Consumption Pattern In Surabaya Vainglory Community: A Case Study In East And Center Surabaya. Skripsi thesis, UNIVERSITAS AIRLANGGA.

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4. CHAPTER I INTRODUCTION.pdf

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5. CHAPTER II LITERATURE REVIEW.pdf
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6. CHAPTER III METHOD OF STUDY.pdf
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7. CHAPTER IV FINDINGS AND DISCUSSION.pdf
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8. CHAPTER V CONCLUSION.pdf
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Official URL: http://www.lib.unair.ac.id

Abstract

Video game publisher and developer have their own particular manners to persuade players to utilize their genuine cash on virtual things by trading them into virtual in-amusement monetary form. The online gaming industry is not spared from a variety of features related to sharing and socializing with friends even getting new friends through this. Concept of ‘freemium’ (free-premium) game has been connected as of late because of exceptional rivalry in the online mobile diversion industry. With the ever-growing mobile game platforms and enthusiastic players, hence came the community of Vainglory Surabaya This research is conducted to identify the consumption pattern of the players who are join in the community of Vainglory Surabaya in their decision-making to purchase in-game items and to seek the intentions/meanings of theirs by buying virtual in-game items. This research used a theory of consumerism from Mike Featherstone and a qualitative research method with observation and interview approach. The data were gathered from observations and interviews in the Facebook group of Vainglory Surabaya’s community in Eastern and Central region of Surabaya, because the primary community of Vainglory Surabaya is there. The Population of the data shows that 9 groups are located in Southern and Western region of Surabaya, 7 in the Eastern area, and 2 in the Central area. This study is beneficial for the readers to understand the consumer consumption pattern in the community and for the researchers who also want to seek the intentions/meanings of theirs by buying virtual in-game items or the pleasure they got by doing so. For the society, this research provides the information about how the players in Vainglory Surabaya community consume virtual items and to know what factor that drives them into buying virtual items.

Item Type: Thesis (Skripsi)
Additional Information: KKB KK-2 FS.BE. 16-20 Zul c
Uncontrolled Keywords: Community, Consumption, Vainglory, Virtual item.
Subjects: P Language and Literature > P Philology. Linguistics > PE1585 English language -Semantics
Divisions: 12. Fakultas Ilmu Budaya > Sastra Inggris
Creators:
CreatorsNIM
Nursandi Irsyad ZulkarnaenNIM121311233121
Contributors:
ContributionNameNIDN / NIDK
Thesis advisorLastiko Endi RahmantyoNIDN0011028303
Depositing User: Tatik Poedjijarti
Date Deposited: 29 Jul 2020 19:30
Last Modified: 29 Jul 2020 19:30
URI: http://repository.unair.ac.id/id/eprint/96394
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