Studi Eksploratori Faktor-faktor Experiential Marketing Game Online Point Blank Di Surabaya

WAHYUNINGRUM, PUSPITA (2012) Studi Eksploratori Faktor-faktor Experiential Marketing Game Online Point Blank Di Surabaya. [Undergraduate thesis]

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Official URL / DOI: http://digilib.ubaya.ac.id/pustaka.php/230528

Abstract

This study aims to dig deeper (exploring) factors Experiential Marketing at Point Blank online game players experience in playing online games Point Blank in Surabaya. Through this research are expected to know what the experience felt by the players of online games Point Blank. This study uses primary data, is data obtained through in-depth interviews with the informant, based on the questions the interviewer asked to produce a fact. Measurements made by the five dimensions, namely sense, feel, think, act and relate experience. In this qualitative research, sampling techniques used are non-probability sampling technique with a kind of snow ball sampling. The number of informants to be used in this study were as many as eight people. Data processing method for analyzing the data that is semantics is by using the coding procedure. This procedure starts from the open coding, axial coding and selective coding ends with. Based on qualitative research has been done towards the formation factors of experiential marketing online game Point Blank in Surabaya, found a variety of factors perceived by gamers who create a memorable experience. Overall dimensions of the five factors perceived by gamers. The first factor of sense experience seen from the graphics and sound effects online game Point Blank is good and as true. The second factor is feel experience, such as emotional state associated with gamers online game Point Blank. The third factor that think experience, think and evaluate the informant in this game. For the fourth factor which act experience, like all gamers have a routine behavior in game play Point Blank. Experience relate to these five factors, all gamers get social relations as have many friends of this game from all over Indonesia.

Item Type: Undergraduate thesis
Uncontrolled Keywords: Game online, Point Blank, Experiential Marketing, Sense Experience, and Feel Experience.
Subjects: H Social Sciences > HD Industries. Land use. Labor > HD28 Management. Industrial Management
Divisions: Faculty of Business and Economic > Department of Management
Depositing User: Sugiarto
Date Deposited: 04 Mar 2013 08:47
Last Modified: 04 Mar 2013 08:47
URI: http://repository.ubaya.ac.id/id/eprint/3174

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