Perceived Value of Trading Card Game Consumers in Indonesia: A Market Segmentation Study of Gacha-Oriented, Gameplay-Oriented, and Collector-Oriented Players.

Published: 29 May 2026| Version 1 | DOI: 10.17632/9vckz768jn.1
Contributor:
kevin kellen furadi

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Data result and data used for Perceived Value of Trading Card Game Consumers in Indonesia: A Market Segmentation Study of Gacha-Oriented, Gameplay-Oriented, and Collector-Oriented Players. by Kevin K. Furadi & Yosia F. Halim

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Data were collected through an online self-administered questionnaire developed in Google Forms and distributed via TCG community channels including Discord servers, Facebook groups, and social media platforms associated with the Pokémon TCG, One Piece Card Game, and Yu-Gi-Oh! OCG/TCG communities in Indonesia. A screening question was placed at the beginning to ensure only active players of the three target TCG titles proceeded to the main instrument. The questionnaire consisted of three sections: respondent profile (Section A), a 20-item perceived value scale adapted from the PERVAL scale across four dimensions — functional, emotional, social, and economic value — rated on a five-point Likert scale (Section B), and three behavioral validation items measuring booster pack opening frequency, tournament participation, and card preservation behavior (Section C). Data collection was conducted over one month until 400 valid responses were obtained. The minimum required sample size of 400 was determined using Yamane's (1967) formula with a population of 165,000 active Indonesian TCG players and a 5% margin of error at 95% confidence level. Data were subsequently analyzed using IBM SPSS Statistics through K-means cluster analysis (k=3), one-way ANOVA, post-hoc Tukey HSD tests, and crosstabulation with Chi-square tests.

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Marketing, Consumer Behavior, Quantitative Research Method, Business Management

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