TY - GEN
T1 - Online Game Marketplace for Online Game Virtual Item Transaction
AU - Rachmadi, Randy
AU - Chairullah, Rafid
AU - Levina, Vania
AU - Pambudi, Muchamad Rilo
AU - Warnars, Harco Leslie Hendric Spits
AU - Matsuo, Tokuro
N1 - Publisher Copyright:
© 2019 IEEE.
PY - 2019/7
Y1 - 2019/7
N2 - This paper trying to create something new regarding the online game marketplace for producing an integrated marketplace with several combined genre and categories of games. The primary purpose of this research is to develop e-commerce for online games and explain the benefit that people can get from it. This research focuses on building an online marketplace based on a website that can provide an opportunity to do it transaction related to a specific game. Mainly, the online games marketplace quality will be based on user satisfaction and user recommendation from the previous research. Meanwhile, these satisfaction level include four dimensions that decide the perceived value of the user reason for purchasing an online games item, which are functional value, emotional value, monetary value, and social value. From that information, we build a marketplace for online games item to satisfy the user requirement and also benefiting with its advantages. We also provide the difference between e-commerce mainly with our proposed e-commerce for online games item. The results will be a full-fledged web-based application for online games item marketplace. This paper will be an opportunity to further development of online games marketplace for the growth of online games transaction.
AB - This paper trying to create something new regarding the online game marketplace for producing an integrated marketplace with several combined genre and categories of games. The primary purpose of this research is to develop e-commerce for online games and explain the benefit that people can get from it. This research focuses on building an online marketplace based on a website that can provide an opportunity to do it transaction related to a specific game. Mainly, the online games marketplace quality will be based on user satisfaction and user recommendation from the previous research. Meanwhile, these satisfaction level include four dimensions that decide the perceived value of the user reason for purchasing an online games item, which are functional value, emotional value, monetary value, and social value. From that information, we build a marketplace for online games item to satisfy the user requirement and also benefiting with its advantages. We also provide the difference between e-commerce mainly with our proposed e-commerce for online games item. The results will be a full-fledged web-based application for online games item marketplace. This paper will be an opportunity to further development of online games marketplace for the growth of online games transaction.
KW - E-Commerce
KW - Item Purchase
KW - Online Game Marketplace
KW - Online games
KW - Online Games Item
KW - Virtual Item
UR - https://www.scopus.com/pages/publications/85080856615
UR - https://www.scopus.com/pages/publications/85080856615#tab=citedBy
U2 - 10.1109/IIAI-AAI.2019.00176
DO - 10.1109/IIAI-AAI.2019.00176
M3 - Conference contribution
AN - SCOPUS:85080856615
T3 - Proceedings - 2019 8th International Congress on Advanced Applied Informatics, IIAI-AAI 2019
SP - 869
EP - 872
BT - Proceedings - 2019 8th International Congress on Advanced Applied Informatics, IIAI-AAI 2019
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 8th IIAI International Congress on Advanced Applied Informatics, IIAI-AAI 2019
Y2 - 7 July 2019 through 11 July 2019
ER -