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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Bibliographic Details
Main Author: Ahmad
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
id id-itb.:70504
spelling id-itb.:705042023-01-16T08:01:49ZMOTIVATION OF GEN-Z FOR PLAYING GAMES IN THE LOCAL INDONESIA GAME MARKET Ahmad Indonesia Final Project Motivation, digital games, types of motivation, kinds of fun, enjoyment, gen-z INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/70504 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. text
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
description 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.
format Final Project
author Ahmad
spellingShingle Ahmad
MOTIVATION OF GEN-Z FOR PLAYING GAMES IN THE LOCAL INDONESIA GAME MARKET
author_facet Ahmad
author_sort Ahmad
title MOTIVATION OF GEN-Z FOR PLAYING GAMES IN THE LOCAL INDONESIA GAME MARKET
title_short MOTIVATION OF GEN-Z FOR PLAYING GAMES IN THE LOCAL INDONESIA GAME MARKET
title_full MOTIVATION OF GEN-Z FOR PLAYING GAMES IN THE LOCAL INDONESIA GAME MARKET
title_fullStr MOTIVATION OF GEN-Z FOR PLAYING GAMES IN THE LOCAL INDONESIA GAME MARKET
title_full_unstemmed MOTIVATION OF GEN-Z FOR PLAYING GAMES IN THE LOCAL INDONESIA GAME MARKET
title_sort motivation of gen-z for playing games in the local indonesia game market
url https://digilib.itb.ac.id/gdl/view/70504
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