Daftar Isi:
  • The purpose of this research is to examine the effect of E-WoM, Consumer Trust, and Motivation on the intention to buy virtual goods in online video games in Surabaya. This research methodology used 104 respondents collected through questionnaires in the city of Surabaya. Respondents' responses were analyzed using WarpPLS 6.0. The analysis showed that the E-WoM score was positive but not significant. The Consumer Confidence Score is positive and significant. And a significant positive Motivation score. The practical implications of this research are for Game Developers to develop their strategies in the future, especially as an increase in game sales and virtual goods sales.