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Hasil Pencarian

Ditemukan 1916 dokumen yang sesuai dengan query
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Henshaw, Richard C.
Homewood, Illinois: Richard D. Irwin , 1972
350 HEN e
Buku Teks  Universitas Indonesia Library
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Henshaw, Richard C.
Homewood, Illinois: Richard D. Irwin, 1966
350 HEN e
Buku Teks  Universitas Indonesia Library
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Jimmy Gozaly
"Nowadays, online games attract people from various age. One of the biggest communities is university students. Online games are ofteb considered to have brought a bad influence because itis assumed that students' achievement is declining. If this assumption is true, playing online games will become a mayor problem. The aim of this research is to identify and find relationship between online gaming behavior and students' achievement at "X" University. By using multiple linear regression, it is discovered that gaming behavior will bring a negative influence to students' achievement; therefore, wise consideration while playing online game is necessary."
[Place of publication not identified]: Majalah Ilmiah Maranatha, 2010
MAILMAR
Artikel Jurnal  Universitas Indonesia Library
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Plunkett, Warren R.
Boston: Kent Publishing, 1983
658 PLU i
Buku Teks  Universitas Indonesia Library
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Stoner, James A.F. (Arthur Finch)
Jakarta: Intermedia, 1986
658 Sto m
Buku Teks  Universitas Indonesia Library
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Dinda Ayu Permata Sari Iswandi Balaw
"GLOPLAY – Glodok Game Center terletak di kawasan Glodok TOD MRT Fase II, dimana proyek ini merupakan sebuah pusat permainan terbesar di Jakarta. GLOPLAY memiliki spesialisasi dalam penggabungan beberapa jenis permainan/ games mulai dari games modern dan tradisional. Permainan tradisional yang diwadahi berasal dari Tiongkok akibat adaptasi dan respon terhadap lokasi tapak yaitu di Glodok dimana merupakan kawasan Pecinaan terbesar di Indonesia. Proyek ini bertujuan untuk menghadirkan ruang rekreasi dan kompetisi guna meningkatkan sosio-ekonomi kawasan Glodok sekaligus melestarikan budaya, serta menjadi magnet wisatawan dan pengunjung MRT.

GLOPLAY – Glodok Game Center is located in the Glodok TOD MRT Phase II area, where this project is the largest game center in Jakarta. GLOPLAY specializes in merging several types of games, ranging from modern and traditional games. The traditional games that are accommodated are originated from China as a result of adaptation and response to the site location, namely in Glodok, which is the largest Chinatown area in Indonesia. This project aims to provide space for recreation and competition to improve the socio-economy of the Glodok area while at the same time calming culture, as well as becoming a magnet for tourists and MRT visitors."
Depok: Fakultas Teknik Universitas Indonesia, 2023
PR-PDF
UI - Tugas Akhir  Universitas Indonesia Library
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Kibbee, Joel M.
New York: Reinhold, 1961
658.403 KIB m
Buku Teks  Universitas Indonesia Library
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Indra Cahya
"Online game merupakan hiburan teknologi yang semakin maju dan berkembang di era digital saat ini dan sangat digemari masyarakat luas. Di jaman sekarang online game hadir tidak hanya pada komputer saja, tapi sudah menyebar ke segala jenis platform, baik tablet, smartphone, dan game console lainnya. Dengan begitu banyak online game yang hadir, ini menunjukan bahwa tidak hanya teknologi yang berkembang pesat, tetapi juga berkembangnya peluang bisnis yang dapat dilirik para pelaku bisnis yang memiliki keinginan untuk terjun ke dalam industri kreatif.
Permasalahan dalam penelitian ini diajukan untuk mengetahui intention gamers untuk bermain kembali pada online game yang mereka mainkan. Untuk memiliki minat tersebut, sebelumnya gamers harus merasakan enjoyment bermain online game, sehingga untuk melihat hal ini ditinjau dari lima faktor penting yaitu, online game story, online game graphic, online game sound, online game length, dan online game control. Selain itu digunakan dua variabel yang dikembangkan berdasarkan Theory Reasoned of Action, yaitu attitude toward playing online game dan subjective norms untuk mendapatkan gambaran yang lebih jelas terhadap intention to replay online game.
Model teoritis dalam penelitian ini disampaikan dengan enam hipotesis yang akan diuji menggunakan Structural Equation Model. Sampel penelitian ini terdiri dari 180 responden yang pernah bermain online game dalam tiga bulan terakhir. Kuesioner online didesain untuk mengumpulkan informasi dari para gamers se-Indonesia.
Hasil analisis menunjukan bahwa online game graphic dan online game length memberikan pengaruh positif terhadap online gaming enjoyment, namun sangat disayangkan online game story, online game sound, dan online game control tidak memberikan pengaruh terhadap online gaming enjoyment, sehingga dalam penelitian ini online gaming enjoyment tidak memberikan pengaruh terhadap intention to replay online game.

Online game is an entertainment technology and growing in today's digital era and also very popular with the public. In this days, online gaming is present not only on the computer, but has spread to all types of platforms, in tablets, smartphones, and other game consoles. With so many online games are present, this indicates that not only the technology is rapidly evolving, but also the development of business opportunities that can be glimpsed by business people who have a desire to plunge into the creative industries.
Problems in this study proposed are to determine the intention of gamers to replay on an online game that they play. Of course, to have such an interest, they should feel an enjoyment from playing online games first. To see this, it is reviewed from five important factors, namely, online game story, online game graphics, online game sound, online game length, and online game control. Moreover, this study used two variables that were developed based on the Theory of Reasoned Action, attitude toward playing online games and subjective norms to get a clearer picture of the intention to replay online games.
The theoretical model in this study presented with six hypotheses is tested using Structural Equation Model. The study sample consisted of 180 respondents who have ever played online games in the last three months. Online questionnaire designed to collect information from the gamers in Indonesia.
Results of the analysis showed that online game graphic and online game length had a positive influence on online gaming enjoyment, but it is unfortunate online game story, online game sound, and online game control does not give effect to online gaming enjoyment, because there are only two factor that gave the influence to online gaming enjoyment, then this will make the online gaming enjoyment does not give effect to the intention to replay online games.
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Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2015
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UI - Tesis Membership  Universitas Indonesia Library
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Irfan Nabil Huda
"Industri esports Indonesia sedang berada pada fase puncak perkembangannya. Kegiatan menonton esports merupakan hal yang baru-baru ini menjadi sebuah hal yang berorientasi sebagai sumber hiburan lainnya bagi pemain game. Hal ini menyebabkan pengembang game dan penyelenggara event esports semakin berlomba-lomba untuk meningkatkan layanannya. Tujuan dari penelitian ini adalah untuk menganalisis hubungan antara watching intention, gaming intention, dan purchase intention. Penelitian ini menggunakan skala MSSC dalam mengukur watching intention, mode ESC dalam mengukur gaming intention, serta bagaimana hubungan kedua hal tersebut dengan purchase intention atau keinginan seseorang untuk membeli barang virtual di dalam game. Penelitian ini dilakukan pada 243 responden yang merupakan pemain game Mobile Legends selama lebih dari 1 tahun dan sudah pernah menonton pertandingan esports M3 World Championship. Hipotesis penelitian diuji dengan menggunakan metode Partial Least Square - Structural Equation Modeling (PLS-SEM) dengan menggunakan aplikasi SmartPLS 4.0.8.4. Hasil penelitian ini menunjukkan terdapat pengaruh positif dan signifikan pada escapism, family and friends, dan social interaction terhadap watching intention, pengaruh positif namun tidak signifikan pada vicarious achievement dan acquisition of knowledge terhadap watching intention, serta pengaruh negatif dan tidak signifikan pada aesthetics, physical attractiveness, dan player’s skills terhadap watching intention. Terdapat pengaruh yang positif dan signifikan pada hedonic motivation terhadap gaming intention, dan terdapat juga pengaruh positif namun tidak signifikan pada flow terhadap gaming intention. Terdapat pengaruh yang positif dan signifikan pada hubungan direct effect variabel watching intention terhadap keinginan konsumen untuk bermain game. Terdapat pengaruh yang positif namun tidak signifikan pada hubungan direct effect variabel watching intention terhadap keinginan konsumen untuk membeli produk virtual di dalam game. Peran gaming intention dalam memediasi hubungan antara watching intention dan purchase intention adalah sebagai mediator penuh.

The Indonesian esports industry is at the peak of its development. Watching esports is something that has recently become oriented as another source of entertainment for gamers. This causes game developers and esports event organizers to increasingly compete to improve their services. The purpose of this research is to analyze the relationship between watching intention, gaming intention, and purchase intention. This study uses the MSSC scale to measure watching intention, the ESC mode to measure gaming intention, and how these two relate to purchase intention or someone's desire to buy virtual goods in games. This research was conducted on 243 respondents who are Mobile Legends game players for more than 1 year and have watched the M3 World Championship esports match. The research hypothesis was tested using the Partial Least Square - Structural Equation Modeling (PLS-SEM) method using the SmartPLS 4.0.8.4 application. The results of this study indicate that there is a positive and significant effect on escapism, family and friends, and social interaction on watching intention, a positive but not significant effect on vicarious achievement and acquisition of knowledge on watching intention, as well as a negative and insignificant effect on aesthetics, physical attractiveness , and player's skills on watching intention. There is a positive and significant effect on hedonic motivation on gaming intention, and there is also a positive but not significant effect on flow on gaming intention. There is a positive and significant influence on the direct effect relationship between watching intention variable and consumers' desire to play games. There is a positive but not significant influence on the direct effect relationship of the watching intention variable on consumers' desire to buy virtual products in games. The role of gaming intention in mediating the relationship between watching intention and purchase intention is as a full mediator.
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Depok: Fakultas Ekonomi dan BIsnis Universitas Indonesia, 2022
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UI - Tesis Membership  Universitas Indonesia Library
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