Professional Documents
Culture Documents
daftar pustaka_3
daftar pustaka_3
DAFTAR PUSTAKA
David Kristianto. 2017. Ini 8 jenis game dan sub genrenya. (online).
(https://www.inigame.id/8-jenis-genre-game-dan-sub-genre-nya/, diakses
pada April 2019)
Frank Lauri, Markus Salo dan Anssi Toivakka. 2015. Why Buy Virtual Helmets
and Weapons? Introducing a Typology of Gamers. Association for
Information Systems.
Ghozali, Imam. 2011. “Aplikasi Analisis Multivariate Dengan Program SPSS”.
Semarang: Badan Penerbit Universitas Diponegoro.
Lu, H.P., Hsiao, K.L., 2010. The influence of extro/introversion on the intention
to pay for social networking sites. Information & Management 47 (3), 150–
157.
Lin, H dan Sun, C. 2007. Cash trade whitin the magic circle: free to play game
challenge and massivelly multiplayer online game player responses.
Proceding of DiGRA: situated play
Lehdonvirta, Vili. 2009. Virtual item sales as a revenue model: identifying
attributes that drive purchase decisions. Springer Science+Business Media
Raefani, tantri. 2018. Arena of Valor Vs. Mobile Legends, MOBA Mana yang
Lebih Unggul?.(online).(https://www.kincir.com/game/mobile-game/arena-
of-valor vsmobile- legends-moba-mana-yang-lebih-unggul, diakses pada
April 2019)
Radoff, J., 2011. Game On: Energize Your Business with Social Media Games.
Wiley Publishing Inc.
Sensor tower. 2019. Data That Drives App Growth. (online).(
https://sensortower.com/, diakses pada April 2019)
Swrve.com, 2014. Swrve finds over 60% of mobile game revenues are from Just
0.13% of players. (online). (http://www. swrve.com/company/press-
room/swrve-finds-over-60 of-mobile-gamerevenues- are-from-just-013-of-
players, diakses pada April 2019)
Shun. C, Xu. Yunjie, Yu. Jie, R. De, Souza, Understanding aesthetics design for
ecommerce web sites: a cognitive-affective framework, Pacific Asia
Conference on Information Systems (PACIS), Suzhou, China, 2008.
Simon, Ferari. 2013. From Generative to Conventional Play: MOBA and League
of Legends. Georgia Institute of Technology
Sekaran, Uma, 2006, Metodologi Penelitian untuk Bisnis, Edisi 4, Buku 1,
Jakarta: Salemba Empat.
Yi, Y., Jeon, H., 2003. Effects of loyalty programs on value perception, program
loyalty, and brand loyalty. Journal of the Academy of Marketing Science 31
(3), 229–240.