This study explores and analyzes multiplayer online battle arena (MOBA) gamers’ motivation, experience and purchasing behavior in purchasing virtual items. A purposive sampling method was
employed and there was a total of 469 respondents…
Tags:Flow,Repository, Repository Horizon University Indonesia, Repository Universitas Horizon Indonesia, Horizon.ac.id, Horizon University Indonesia, Universitas Horizon Indonesia, HorizonU, Repo Horizon , MOBA games.,Repository, Repository Horizon University Indonesia, Repository Universitas Horizon Indonesia, Horizon.ac.id, Horizon University Indonesia, Universitas Horizon Indonesia, HorizonU, Repo Horizon , Purchase Intention