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DC Field | Value | Language |
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dc.contributor.advisor | Saragih, Adelin Australiati | - |
dc.contributor.author | Muqti, Annisa | - |
dc.date.accessioned | 2024-08-14T03:40:11Z | - |
dc.date.available | 2024-08-14T03:40:11Z | - |
dc.date.issued | 2024-07-22 | - |
dc.identifier.uri | https://repositori.uma.ac.id/handle/123456789/25037 | - |
dc.description | 128 Halaman | en_US |
dc.description.abstract | Penelitian bertujuan untuk mengetahui hubungan antara motivasi konsumen dengan keputusan pembelian skin game online mobile legends: bang bang pada siswa kelas XI di SMAN 1 Labuhan Deli. Sampel yang digunakan dalam penelitian ini sebanyak 60 siswa dengan menggunakan teknik purposive sampling. Metode penelitian yang digunakan adalah metode kuantitatif. Bentuk skala yang digunakan adalah skala likert, dimana terdapat skala motivasi konsumen dan skala keputusan pembelian. Analisis data yang dalam penelitian ialah analisis korelasi product moment dari Karl Pearson. Berdasarkan hasil analisis data dinyatakan adanya hubungan signifikan antara motivasi konsumen dengan keputusan pembelian (rxy= 0,587, p = 0,000 < 0,010). Diketahui bahwa kontribusi motivasi konsumen terhadap keputusan pembelian sebesar 34,5% dan selebihnya dipengaruhi oleh faktor lainnya yang tidak diungkap pada penelitian ini, yaitu persepsi, pembelajaran, keyakinan, sikap, budaya dan pribadi. The study aims to determine the relationship between consumer motivation and purchasing decisions for online mobile legends game skins: bang bang in class XI students at SMAN 1 Labuhan Deli. The sample used in this study was 60 students using purposive sampling technique. The research method used is a quantitative method. The scale form used is a Likert scale, where there is a consumer motivation scale and a purchasing decision scale. Data analysis in the study is the product moment correlation analysis from Karl Pearson. Based on the results of the data analysis, it was stated that there was a significant relationship between consumer motivation and purchasing decisions (rxy = 0.587, p = 0.000 <0.010). It is known that the contribution of consumer motivation to purchasing decisions is 34.5% and the rest is influenced by other factors not disclosed in this study, namely perception, learning, beliefs, attitudes, culture and personality. | en_US |
dc.language.iso | id | en_US |
dc.publisher | Universitas Medan Area | en_US |
dc.relation.ispartofseries | NPM;208600068 | - |
dc.subject | Game online | en_US |
dc.subject | keputusan pembelian | en_US |
dc.subject | motivasi konsumen | en_US |
dc.title | Hubungan Motivasi Konsumen dengan Keputusan Pembelian Skin Game Online Mobile Legends : Bang Bang pada Siswa Kelas IX di SMAN 1 Labuhan Deli | en_US |
dc.title.alternative | The Relationship between Consumer Motivation and the Decision to Purchase Online Game Skin Mobile Legends: Bang Bang on Grade IX Students at SMAN 1 Labuhan Deli | en_US |
dc.type | Thesis | en_US |
Appears in Collections: | SP - Psychology |
Files in This Item:
File | Description | Size | Format | |
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208600068 - Annisa Muqti - Chapter IV.pdf Restricted Access | Chapter IV | 383.34 kB | Adobe PDF | View/Open Request a copy |
208600068 - Annisa Muqti - Fulltext.pdf | Cover, Abstract, Chapter I, II, III, V, Bibliography | 2.7 MB | Adobe PDF | View/Open |
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