Bibliographic citations
Ruiz, Takahasi (2024). Valor percibido, diversión percibida e intención de continuar jugando en relación con la satisfacción y la intención de compra de artículos dentro de los videojuegos gratuitos [Trabajo de investigación, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/673675
Ruiz, Takahasi Valor percibido, diversión percibida e intención de continuar jugando en relación con la satisfacción y la intención de compra de artículos dentro de los videojuegos gratuitos [Trabajo de investigación]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2024. http://hdl.handle.net/10757/673675
@misc{renati/417146,
title = "Valor percibido, diversión percibida e intención de continuar jugando en relación con la satisfacción y la intención de compra de artículos dentro de los videojuegos gratuitos",
author = "Takahasi Hirano Ryu Nelson",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2024"
}
Free video games allow their fans to buy items within the game itself, which can be from new weapon skins to outfits for their characters. However, if the game is provided for free with all the functionality necessary for its proper development and utility, players would not be expected to pay extra. Taking this unknown into account, this study explores perceived value, perceived playfulness and the continuance intention to play in relation with satisfaction and purchase intention of items within of video games. This study presents a methodology with a quantitative approach and correlational scope, through an online survey of a sample of four hundred people who have purchased items within free video games in the last year before answering the survey. The methodology of this study is based on a non-probabilistic sample of 400 participants, an adaptation of previous questionnaires, a pilot to assess validity and reliability, data collection through an online questionnaire using the snowball technique, and data analysis using the PLS-SEM model.
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