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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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Izzuddin Alghifari
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Penelitian ini bertujuan untuk memahami pengaruh expectancy for character growth (learning, novelty, escapism, enjoyment, social value, audio-visual value, dan value for money) pada game online terhadap online gamer loyalty. Penelitian kuantitatif ini menggunakan metode purposive sampling dengan jumlah sampel 375 responden. Data diolah dengan menggunakan metode Structural Equation Modeling (SEM). Hasil penelitian menunjukkan bahwa learning, escapism, audio-visual value dan value for money berpengaruh positif terhadap expectancy for character growth. Sedangkan novelty, enjoyment dan social value tidak memiliki pengaruh terhadap expectancy for character growth. Selanjutnya, expectancy for character growth memiliki pengaruh positif terhadap online gamer loyalty.


This study aims to understand the influence of expectancy for character growth (learning, novelty, escapism, enjoyment, social value, audio-visual value, and value for money) on online games to online gamer loyalty. This quantitative research uses a purposive sampling method with a sample of 375 respondents. Data is processed using the Structural Equation Modeling (SEM) method. The results showed that learning, escapism, audio-visual value and value for money had a positive effect on expectancy for character growth. While novelty, enjoyment and social value do not have an influence on expectancy for character growth. Furthermore, expectancy for character growth has a positive influence on online gamer loyalty.

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Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2019
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UI - Skripsi Membership  Universitas Indonesia Library
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Fahmi Idris Audina
"Tujuan dari penelitian ini adalah untuk menganalisis pengaruh sikap, norma subyektif, dan kontrol perilaku yang dirasakan pada ilmu komputer dan niat mahasiswa teknik komputer untuk melamar pekerjaan di perusahaan game online menggunakan teori perilaku terencana yang terdiri dari tiga variabel (sikap, subjektif norma, kontrol perilaku yang dirasakan). Penelitian ini juga memberikan wawasan bagi perusahaan game online tentang tren niat siswa untuk melamar pekerjaan di industri game online.
Penelitian ini menggunakan metode kuantitatif dan menggunakan analisis regresi linier berganda untuk pengujian hipotesis. Hasil penelitian ini menunjukkan bahwa sikap siswa sains komputer dan teknik komputer dan kontrol perilaku yang dipersepsikan berpengaruh positif terhadap niat siswa untuk melamar kerja di perusahaan game online, maka faktor norma subyektif tidak memiliki dampak positif terhadap niat melamar kerja di perusahaan game online.

The purpose of this study is to analyze the influence of attitudes, subjective norms, and perceived behavioral control in computer science and the intention of computer engineering students to apply for jobs in online game companies using planned behavior theory consisting of three variables (attitudes, subjective norms, behavior control perceived). This research also provides insight into online game companies about trends in student intentions to apply for jobs in the online game industry.
This research uses quantitative methods and uses multiple linear regression analysis for hypothesis testing. The results of this study indicate that the attitude of students of computer science and computer engineering and behavioral control perceived positive influence on student intentions to apply for work in online game companies, then the subjective norm factor does not have a positive impact on the intention to apply for work in online game companies.
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Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2019
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UI - Skripsi Membership  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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M. Rizky Septian
"Pada wilayah perkotaan seperti Jakarta Timur yang didalamnya banyak terdapat pusat pemerintahan, perdagangan, pendidikan dan lain lain, perangkat telekomunikasi banyak dimanfaatkan dalam hal publikasi, transaksi atau pelayanan, administrasi, promosi, sedangkan kebutuhan internet bagi individu banyak dimanfaatkan dalam hal komunikasi, sosialisasi, mencari informasi hingga hiburan. Saat ini game online tidak hanya dimainkan menggunakan komputer atau PC, melainkan dengan hadirnya telepon pintar dengan teknologi canggih yang dapat terhubung satu sama lain dengan jaringan internet. Dalam mobile gaming membutuhkan latensi yang baik agar dapat berjalan lancar. Kebutuhan akan perangkat telekomunikasi tersebut menggunakan gelombang frekuensi untuk perambatan sinyal, namun biasanya perambatan sinyal dapat terganggu karena banyak faktor yang mempengaruhi contohnya jarak dari BTS, kerapatan bangunan dan bentuk medan. Penelitian ini bertujuan mengetahui hubungan antara kualitas sinyal, kecepatan internet dan latensi terhadap jarak dari BTS, kerapatan bangunan dan bentuk medan. Penggunaan metode analisis keruangan secara deskriptif menghasilkan informasi keruangan kualitas sinyal di Jakarta Timur dan metode analisis statistik menghasilkan informasi nilai hubungan antara variabel dependen dan independen. Hasil penelitian menunjukkan bahwa kualitas sinyal, kecepatan internet dan latensi yang baik terdapat pada wilayah yang dekat dengan BTS dan memiliki tingkat kerapatan bangunan yang rendah.

In urban areas such as East Jakarta where there are many centers of government, trade, education and others, telecommunication device widely used on publication, transactions or services, administration, promotion, while the internet needs of individuals are widely used in terms of communication, socialization, seeking information and entertainment. At this time, online games are not only played using a computer or PC, but the presence of a smartphone with advanced technology that can be connected to each other with the internet network. In mobile gaming requires good latency to run smoothly. The need for telecommunications system uses frequency waves for signal propagation, but usually signal propagation can be interrupted due to many factors that affect for example distance from BTS, building density and terrain shape. This study purposed to determine the relationship between signal quality, internet speed and latency to the distance from BTS, building density and shape of the terrain. Descriptive spatial analysis method produces spatial information of signal quality in East Jakarta and statistical analysis method produces information about the relationship between the dependent and independent variables. The results showed that signal quality, internet speed and good latency were found in areas where near from BTS and had a low level of building density."
Depok: Fakultas Matematika dan Ilmu Pengetahuan Alam Universitas Indonesia, 2020
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UI - Skripsi Membership  Universitas Indonesia Library
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Nabila Giovanna Widodo
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Industri games berkembang cukup pesat di dunia maupun di Indonesia dan mendatangkan nilai pendapatan yang cukup besar, salah satunya terhadap games PUBG Mobile. Terdapat beberapa sumber pendapatan bagi suatu game, salah satunya berasal dari penjualan in-app features yang juga dilakukan oleh PUBG Mobile. Penelitian ini bertujuan untuk mengetahui pengaruh kecanduan PUBG Mobile dan perceived values yang terdiri dari playfulness dan good price terhadap loyalitas kepada PUBG Mobile dan purchase intention in-app features PUBG Mobile. Penelitian ini diolah menggunakan Structural Equation Modeling (SEM) berdasarkan data responden melalui penyebaran kuesioner secara purposive sampling terhadap pemain PUBG Mobile yang berusia 16 tahun keatas, berdomisili di Indonesia dan belum pernah membeli in-app features PUBG Mobile. Hasil penelitian ini membuktikan bahwa terdapat pengaruh positif antara kecanduan PUBG Mobile dan playfulness terhadap loyalitas kepada PUBG Mobile dan purchase intention in-app features PUBG Mobile. Namun untuk good price, hanya terdapat pengaruh positif terhadap purchase intention in-app features PUBG Mobile dan tidak terhadap loyalitas kepada PUBG Mobile. Implikasi manajerial serta saran bagi penelitian selanjutnya akan dibahas lebih lanjut pada penelitian ini.


Games industry is rapidly developing both globally and in Indonesia which results in a big revenue, one of them is towards PUBG Mobile. There are various source of income for a game, one of them is through selling in-ap features that is also being done by PUBG Mobile. The purpose of this research is to know the influence of PUBG Mobile addiction and perceived values that consist of playfulness and good price towards loyalty to PUBG Mobile and purchase intention in-app features PUBG Mobile. This research is analysed using Structural Equation Modeling (SEM), based on respondents data collected through questionnaire, that is being done through method of purposive sampling towards PUBG Mobile players, aged 16 and above, who lives in Indonesia and has never bought in-app features of PUBG Mobile. This research proves that there is a positive influence between PUBG Mobile addiction and playfulness towards loyalty to PUBG Mobile and purchase intention in-app features PUBG Mobile. However, for good price, there is only positive influence towards purchase intention in-app features PUBG Mobile and none towards loyalty to PUBG Mobile. Managerial implications and recommendation for the next research will be further explained in this research.

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Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia , 2020
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UI - Skripsi Membership  Universitas Indonesia Library
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Abdul Manan
"ABSTRAK
Perkembangan teknologi dewasa telah menyebabkan perkembangan permainan dari yang bersifat offline menjadi online. Perbedaan mendasar dari game online adalah para pemain tidak perlu bertemu langsung dengan pemain lainnya untuk melakukan permainan bersama-sama. Dalam setiap permainan terdapat aturan dan etika yang disepakati oleh pemainnya agar dapat berjalan menyenangkan dan tidak merugikan pihak yang bermain maupun pihak yang menyelenggarakan. Di dalam game online terdapat software yang memungkinkan pemain melakukan kecurangan sehingga merugikan pihak lain atau dirinya mendapat keuntungan. Dalam Tugas Karya Akhir ini penulis mencoba menganalisa tindakan netralisasi pemain aktif game online menggunakan cheat engine. Penulisan ini berhasil membuktikan tindakan netralisasi pada pemain game online yang menggunakan cheat engine dengan menggunakan teori teknik netralisasi.

ABSTRACT
The development of technology has led to the development of games from offline to online. The fundamental difference of the online game is the players do not need to meet directly with other players to do the game together. In each game there are rules and ethics agreed upon by the players so that tey can feel fun and do not harm those who play and those who administer. In the online games are software that allow players to commit fraud to the detriment of others or her benefit. In the task of this thesis the author tries to analyze the actions of neutralization active player online game using cheat engine. This study proves neutralization action at online game players who use cheat engine using Techniques of neutralization."
2017
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UI - Tugas Akhir  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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"Penelitian ini bertujuan untuk mengetahui dampak dari online game terhadap perkembangan bahasa anak-anak. Penelitian ini menggunakan metode kuantitatif dan kualitatif dengan pendekatan deskriptif, yaitu yang memusatkan perhatian pada efek (dampak) dari berbagai faktor, memberikan makna (pemaknaan) pada gejala sosial. Berdasarkan hasil pengolahan kuesioner dan hasil wawancara dari 100 responden. Hasil penelitian menunjukkan bahwa: pertama, online game memberikan pengaruh yang signifikan terhadap perkembangan bahasa anak. Hal ini terlihat dari penghitungan uji signifikansi regresi dan diperoleh nilai F hitung = 179,64 sedangkan F tabel = 4,1. Kedua, terdapat korelasi positif antara variabel X yaitu online game dengan variabel Y yaitu perkembangan bahasa anak, di mana uji signifikansi koefesien korelasi melalui uji t menunjukan bahwa t hitung (13,80) > t tabel (1,67), sehingga koefesien korelasi berdasarkan hasil perhitungan adalah signifikan dengan dk 99 a= 0,05."
TEKNODIK 19:1 (2015)
Artikel Jurnal  Universitas Indonesia Library
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"The development of online games is so high that leads many companies to compose games. To increase competitiveness, extra service is needed for the customers. Before giving service, online games provider has to know what factor that motivates player to buy online games and virtual items that are presented in order to increase competitiveness. The research is done by using case of online games perfect world, where the area of respondents is Jakarta and the age ranges between 15 to 24. This research involves survey for 186 respondents in which 30 respondents are for pilot test while 156 are for actual test. The data processing is used SEM which the measurement variables consist of effort expectancy, performance expectancy, perceived value, enjoyment story, enjoyment length, enjoyment graphic, enjoyment control, customization, purchase intention and actual purchase behavior. The result of research shows that motivation factor that has high effect to purchase intention is perceived value, enjoyment story, enjoyment length, enjoyment control and customization. While, purchase intention affects actual purchase behavior significantly
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621 COMMIT 8 (1-2) 2014
Artikel Jurnal  Universitas Indonesia Library
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