Consumption Pattern In Surabaya Vainglory Community: A Case Study In South And East Surabaya

This research aims to identify consumption pattern among members of Vainglory Surabaya Community in their purchase of virtual items and merchandise as well as the meaning-making of the virtual items. This research uses the theory of consumerism by Mike Featherstone added with a qualitative method wi...

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Main Author: Triatmaja Gatra Subagyo
Format: Theses and Dissertations NonPeerReviewed
Language:English
English
English
English
Published: 2019
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Online Access:http://repository.unair.ac.id/90886/1/FS.%20BE.%2061-19%20Sub%20c%20abstrak.pdf
http://repository.unair.ac.id/90886/2/FS.%20BE.%2061-19%20Sub%20c%20daftar%20isi.pdf
http://repository.unair.ac.id/90886/3/FS.%20BE.%2061-19%20Sub%20c%20daftar%20pustaka.pdf
http://repository.unair.ac.id/90886/4/FS.%20BE.%2061-19%20Sub%20c.pdf
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spelling id-langga.908862020-01-31T03:47:23Z http://repository.unair.ac.id/90886/ Consumption Pattern In Surabaya Vainglory Community: A Case Study In South And East Surabaya Triatmaja Gatra Subagyo P Language and Literature This research aims to identify consumption pattern among members of Vainglory Surabaya Community in their purchase of virtual items and merchandise as well as the meaning-making of the virtual items. This research uses the theory of consumerism by Mike Featherstone added with a qualitative method with observation and a case study approaches. The data were gathered from several observations and interviews with members of the Surabaya Vainglory community who is living in Southen and Eastern part of Surabaya. The population of the data is five groups of the Vainglory Community Surabaya, three in the southern area and two in the western area. The results show that the interviewers consume virtual items in the game for showing off their classes producing a pleasure of consumption and becoming capital to be a pro player. This study found that there is a path to become a pro-player through a consumption pattern, and the consumption pattern is the creation of a perfect consumer. This research provides information on how Vainglory players consume virtual items and what drives them to buy a virtual item. 2019 Thesis NonPeerReviewed text en http://repository.unair.ac.id/90886/1/FS.%20BE.%2061-19%20Sub%20c%20abstrak.pdf text en http://repository.unair.ac.id/90886/2/FS.%20BE.%2061-19%20Sub%20c%20daftar%20isi.pdf text en http://repository.unair.ac.id/90886/3/FS.%20BE.%2061-19%20Sub%20c%20daftar%20pustaka.pdf text en http://repository.unair.ac.id/90886/4/FS.%20BE.%2061-19%20Sub%20c.pdf Triatmaja Gatra Subagyo (2019) Consumption Pattern In Surabaya Vainglory Community: A Case Study In South And East Surabaya. Skripsi thesis, Universitas Airlangga. http://lib.unair.ac.id
institution Universitas Airlangga
building Universitas Airlangga Library
country Indonesia
collection UNAIR Repository
language English
English
English
English
topic P Language and Literature
spellingShingle P Language and Literature
Triatmaja Gatra Subagyo
Consumption Pattern In Surabaya Vainglory Community: A Case Study In South And East Surabaya
description This research aims to identify consumption pattern among members of Vainglory Surabaya Community in their purchase of virtual items and merchandise as well as the meaning-making of the virtual items. This research uses the theory of consumerism by Mike Featherstone added with a qualitative method with observation and a case study approaches. The data were gathered from several observations and interviews with members of the Surabaya Vainglory community who is living in Southen and Eastern part of Surabaya. The population of the data is five groups of the Vainglory Community Surabaya, three in the southern area and two in the western area. The results show that the interviewers consume virtual items in the game for showing off their classes producing a pleasure of consumption and becoming capital to be a pro player. This study found that there is a path to become a pro-player through a consumption pattern, and the consumption pattern is the creation of a perfect consumer. This research provides information on how Vainglory players consume virtual items and what drives them to buy a virtual item.
format Theses and Dissertations
NonPeerReviewed
author Triatmaja Gatra Subagyo
author_facet Triatmaja Gatra Subagyo
author_sort Triatmaja Gatra Subagyo
title Consumption Pattern In Surabaya Vainglory Community: A Case Study In South And East Surabaya
title_short Consumption Pattern In Surabaya Vainglory Community: A Case Study In South And East Surabaya
title_full Consumption Pattern In Surabaya Vainglory Community: A Case Study In South And East Surabaya
title_fullStr Consumption Pattern In Surabaya Vainglory Community: A Case Study In South And East Surabaya
title_full_unstemmed Consumption Pattern In Surabaya Vainglory Community: A Case Study In South And East Surabaya
title_sort consumption pattern in surabaya vainglory community: a case study in south and east surabaya
publishDate 2019
url http://repository.unair.ac.id/90886/1/FS.%20BE.%2061-19%20Sub%20c%20abstrak.pdf
http://repository.unair.ac.id/90886/2/FS.%20BE.%2061-19%20Sub%20c%20daftar%20isi.pdf
http://repository.unair.ac.id/90886/3/FS.%20BE.%2061-19%20Sub%20c%20daftar%20pustaka.pdf
http://repository.unair.ac.id/90886/4/FS.%20BE.%2061-19%20Sub%20c.pdf
http://repository.unair.ac.id/90886/
http://lib.unair.ac.id
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