MOTIVATION OF GEN-Z FOR PLAYING GAMES IN THE LOCAL INDONESIA GAME MARKET
The Indonesian game market reaches 24.88 trillion but the market share for local game developers is only 0.4%. This can be caused by the local game developers failing to capture the motivation of playing games for the local gamers. This research will explore the motivations of Gen-Z generations in p...
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Format: | Final Project |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/70504 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | The Indonesian game market reaches 24.88 trillion but the market share for local game developers is only 0.4%. This can be caused by the local game developers failing to capture the motivation of playing games for the local gamers. This research will explore the motivations of Gen-Z generations in playing games. We will collect the data from gaming communities in Jakarta and West Java. Both regions are selected because of accessibility and the large population of gamers. We will select gamers who are aged between 16-24. We will be doing the research in a qualitative method using grounded theory. The result of the research shows that the motivations of Gen-Z for playing games are for social, achievement, and immersion. However, there are several other reasons as well such as factor of device, trend, factor of spending, free to play business model of the game, and play to earn. If local game developers want to create a game that sells in the Jakarta and West Java game market and is targeting the Gen-Z then they must pay attention to these type of motivations when developing their games. |
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