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Haliman Fajar
"[Perkembangan ilmu pengetahuan dan teknologi menyebabkan percepatan perkembangan strategi marketing, terutama advertising dengan berbagai pilihan media yang tersedia. Namun sayangnya media yang ada tidak akan memberikan kesuksesan advertising apabila advertiser tidak mampu memahami media mana yang tepat. Masalah tidak selesai sampai disaat pemilihan media saja, namun bagaimana merancang konten iklannya dan bagaimana menempatkan brand atau produk didalamnya merupakan hal penentu kesuksesan berikutnya. Oleh sebab itu peneliti melakukan penelitian terhadap sebuah media advertising baru yang digadang-gadangkan sebagai solusi masalah efektifitas advertising, dan dipandang sebagai media modern, media tersebut adalah advergame, yaitu sebuah metode baru dalam dunia advertising yang merancang konten iklan dan konten game menjadi satu kesatuan, sehingga menjadi interaktif dan tidak membosankan. Dalam penelitian ini, peneliti menggunakan perbandingan tingkat congruity dan tingkat proximity (placement), sedangkan yang menjada standar ukur untuk menentukan efektifitas advertising yang digunakan dalam penelitian ini adalah explicit memory, implicit memory, attitude toward the brand, intention to play dan game enjoyment. Alat ukur dalam pengujian ini adalah ANOVA two ways (Univariate), yang mampu membandingkan secara rata-rata pilihan partisipan, sehingga bisa dianalisa kategori mana yang lebih baik dalam sebuah advergame.;Development of science and technology has accelerated and improved the strategy of marketing, primarily advertising in a particular media. Nevertheless, it would not be successful if the advertiser is not able to comprehensively understand which media that fits the goal at most. Moreover, the concept of advertisement content and brand placement are also important to concern to succeed the strategy. Thus the research tries to observe and analyze a new advertising media considered as solution of the advertising effectiveness issue as well as modern media. The media is advergame which is a brand new method and step in advertising that constructs the combination of advertisement content and game content in order to make it more interactive and attractive. The research employs congruity and proximity (placement) levels, while the measurement standards of advertising effectiveness are explicit memory, implicit memory, attitude toward the brand, intention to play, and game enjoyment. The estimation tool is Two-Ways ANOVA (Univariate) which is able to compare the mean of participants‟ choices so that it can be categorized preferable category of an advergame.;Development of science and technology has accelerated and improved the strategy of marketing, primarily advertising in a particular media. Nevertheless, it would not be successful if the advertiser is not able to comprehensively understand which media that fits the goal at most. Moreover, the concept of advertisement content and brand placement are also important to concern to succeed the strategy. Thus the research tries to observe and analyze a new advertising media considered as solution of the advertising effectiveness issue as well as modern media. The media is advergame which is a brand new method and step in advertising that constructs the combination of advertisement content and game content in order to make it more interactive and attractive. The research employs congruity and proximity (placement) levels, while the measurement standards of advertising effectiveness are explicit memory, implicit memory, attitude toward the brand, intention to play, and game enjoyment. The estimation tool is Two-Ways ANOVA (Univariate) which is able to compare the mean of participants‟ choices so that it can be categorized preferable category of an advergame., Development of science and technology has accelerated and improved the strategy of marketing, primarily advertising in a particular media. Nevertheless, it would not be successful if the advertiser is not able to comprehensively understand which media that fits the goal at most. Moreover, the concept of advertisement content and brand placement are also important to concern to succeed the strategy. Thus the research tries to observe and analyze a new advertising media considered as solution of the advertising effectiveness issue as well as modern media. The media is advergame which is a brand new method and step in advertising that constructs the combination of advertisement content and game content in order to make it more interactive and attractive. The research employs congruity and proximity (placement) levels, while the measurement standards of advertising effectiveness are explicit memory, implicit memory, attitude toward the brand, intention to play, and game enjoyment. The estimation tool is Two-Ways ANOVA (Univariate) which is able to compare the mean of participants‟ choices so that it can be categorized preferable category of an advergame.]"
Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2015
S59121
UI - Skripsi Membership  Universitas Indonesia Library
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Yuaniko Paramitra
"Salah satu topik yang banyak diteliti dalam advergames adalah mengenai kongruitas, karena kesesuaian antara dua objek dapat berpengaruh terhadap perubahan sikap terhadap objek tersebut, dimana dalam konteks advergame ini kongruitas dapat mempengaruhi sikap pemain terhadap brand yang diiklankan. Namun penelitian sebelumnya lebih banyak berfokus hanya kepada kongruitas brand-game, padahal terdapat kongruitas lain yang ada di dalam advergame seperti kongruitas self brand dan kongruitas self game. Tujuan utama penelitian ini adalah untuk meneliti dan melihat efek ketiga kongruensi tersebut dalam mempengaruhi sikap terhadap brand. Hasil penelitian ini menemukan bahwa kesesuaian antara pemain dengan brand dan kesesuaian antara pemain dengan game yang dimainkan juga memiliki peranan penting terhadap sikap pemain terhadap brand yang diiklankan.

One of the topics examined in advergames is perceived congruity, a fit between two objects that, in this context, can affect the attitudes of game players towards the advertised brand. While prior studies were more focused only on brand game congruity, this study examines simultaneous effects of three pairs of congruities player, game, and brand in influencing attitudes towards the brand. The results of this study found that self brand congruity and self game congruity also play role in influencing players rsquo attitudes on the advertised brand.
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Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2017
T49108
UI - Tesis Membership  Universitas Indonesia Library
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Virga Shafira Aulia Putri
"Penelitian ini bertujuan untuk menggambarkan proses terbentuknya purchase decision konsumen pemain mobile game dalam strategi in-game advertising yang dilakukan oleh sebuah produk kopi sachet dan mengeksplorasi alasan konsumen pemain mobile game yang melakukan purchase decision tersebut. Penelitian ini menggunakan paradigma post-positivisme dan pendekatan kualitatif dari sebuah studi kasus. Hasil dari penelitian ini menunjukkan bahwa strategi in-game advertising yang berhasil adalah strategi dengan pesan iklan yang jelas dan mudah ditangkap konsumen serta penempatan pesan iklan yang sesuai. Tidak semata-mata hanya karena strategi in- game advertising, purchase decision konsumen pemain mobile game juga terbentuk karena adanya strategi komunikasi pemasaran lain yaitu word of mouth dan product presentation.

This study aims to describe the process of forming the purchase decision of mobile game players in the in-game advertising strategy carried out by a coffee brand and explore the reasons why the consumers decide to do this purchase decision. This research uses a post-positivism paradigm and a qualitative approach from a case study. The results of this study indicates that a successful in- game advertising strategy is a strategy with clear and easily captured advertising messages, and the appropriate placement of that advertising messages. Not solely because of the in-game advertising strategy, mobile game players purchase decision are also formed by other marketing communication strategies such as word of mouth and product presentation.
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Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2020
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UI - Skripsi Membership  Universitas Indonesia Library
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Valdo Marcelino
"Mobile IPv6 adalah teknologi jaringan komputer yang mendukung mobilitas user untuk berpindah dari satu jaringan ke jaringan lain tanpa harus memutuskan koneksi. Proses perpindahan dalam teknologi Mobile IPv6 disebut handover. Pada skripsi ini telah dibuat sebuah jaringan Mobile IPv6 untuk mengukur parameter QoS dengan skenario vertical handover dan horizontal handover. Skripsi ini menggunakan aplikasi game online yang akan diukur QoSnya. Pengukuran dilakukan dengan cara memainkan aplikasi antara server dan client. Dari hasil pengukuran QoS, dapat dilihat bahwa proses horizontal handover memiliki performa yang lebih baik dibandingkan proses vertical handover. Selisih performa skenario vertical handover dengan horizontal handover untuk parameter delay, packet loss, dan transfer rate adalah 17,5%, 3,504%, dan 2,06%.

Mobile IPv6 is computer networking technology which supports user mobility to move between networks without disconnecting current connection. Movement process in Mobile IPv6 is called handover. In this thesis, a Mobile IPv6 network has been made to measure QoS parameters with vertical handover and horizontal handover scenario. This thesis will measure QoS of online game. Measurement will be done by playing the application between server and client. The result shows that horizontal handover has better performance than vertical handover. The difference between vertical handover and horizontal handover scenario performance for delay, packet loss, and transfer rate are 17,5%, 3,504%, and 2,06%."
Depok: Fakultas Teknik Universitas Indonesia, 2012
S1353
UI - Skripsi Open  Universitas Indonesia Library
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Hafizh Muhamad Boutros Hadianto
"Penelitian ini mencoba untuk menjawab dua pertanyaan: pertama adalah apa hubungan kualitas jasa dan produk terhadap kepuasan konsumen? Kedua, apa hubungan dari kepuasan konsumen terhadap niat konsumen untuk mengganti merek dalam industri mobil? Penelitian ini menggunakan regresi untuk menguji hipotesis penilitian mengenai pengaruh kualitas jasa dan produk terhadap kepuasan konsumen, dan niat konsumen mengganti merek. Penelitian ini menggunakan sampel sebesar 100 orang yang telah memiliki mobil Honda lebih dari satu tahun, dan telah secara pribadi mendatangi diler Honda untuk melakukan servis mobil. Penelitian ini menemukan bahwa kualitas jasa dan produk memiliki hubungan positif yang signifikan terhadap kepuasan konsumen, dan bahwa kepuasan konsumen tidak memiliki hubungan yang signifikan terhadap intensi untuk mengganti merek.

This research tries to answer two key research questions, firstly what is the relationship between service quality and product quality on customer satisfaction within an integrated model? Secondly what is the relationship between customer satisfaction and customers’ intention to switch brands in the automobile i ndustry. This research uses regression to test the hypothesis of product and service quality contribution towards customer satisfaction, and customers’ intention to switch brands. The samples of this research consists of 100 people who own a Honda automobile for more than a year, and have personally brought their automobile to a Honda dealership for service. Results show that service quality and product quality significantly affects customer satisfaction, and that customer satisfaction does not have a negative significant relationship with customers’ intention to switch brands.
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Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2017
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UI - Skripsi Membership  Universitas Indonesia Library
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"The purpose of this article is to investigate the effect of perception's service quality and price on satisfaction and customer's loyalty at Shariah life insurance in Central Java Province. The popilation are Shariah life isurance staff the respondents are chosen by using accidental sampling techniques. The data collected from 140 respondents and analysed by statistical tool of structural equation modeling ( SEM). The result showed that : First, perception of service quality produced a positive significant impact on satisfaction. Second, satisfaction was positive and significantly associated with customer's loyalty. Third, the service quality was directly related customer's loyalty but the effect of service quality on customer's loyalty related service quality on customer's loyalty more than satisfaction as intervening variable with estimate value 0, 767 if compared the directly related service quality on loyalty , with value 0, 277 Theoretical found that the if compared the conventional serqual is a part from shariah insurance study , the Shariah insurance as an alternative for customer will be faithful to the religion norm in accordance with shariah principles. The empirical found that as shariah insurance customers, the customers have already executed the religion norm in accordance with Al.Quran at An-Nisa: 9 studies found that the society's interest to buy Shariah life insurance policy and the insurance commitment to the risk protecting are low, finaly the society commitment toward life insurance decreases."
Artikel Jurnal  Universitas Indonesia Library
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Silaen, Naomi Evalyn
"Keberhasilan dan kunci sukses suatu bank terletak pada nasabahnya. Karena nasabah merupakan asset yang paling utama dalam bisnis perbankan. Sebagai salah satu Bank Pemerintah, saat ini Bank Mandiri terus memperbaiki kinerjanya khususnya dalam hal service. Bank Mandiri terus berusaha memberikan pelayanan yang prima dan juga meminimalisasi kegagalan layanan yang terjadi. Langkah yang diambil Bank Mandiri untuk meminimalisasi kegagalan layanan adalah dengan menerapkan tahapt-tahap service recovery agar nasabah yang mengalami kegagalan layanan tidak berpaling kepada bank lain akan tetapi dapat tetap loyal.
Tujuan dari penelitian servis Bank Mandiri adalah untuk mengetahui pengaruh dari pemulihan layanan dengan memakai pendekatan kuantitatif berdasarkan study literature dan memakai instrument penelitian dengan memberikan pertanyaan yang di distribusikan kepada 105 responden yang merupakan nasabah Bank Mandiri yang megalami kegagalan layanan.
Penelitian ini menggunakan analisa statistik SPSS 15 untuk window dengan memakai variable pemulihan layanan yang terdiri dari 5 dimensi yaitu : Meminta maaf, mengambil tindakan dengan segera, menunjukkan penyesalan, memberikan kompensasi /ganti rugi dan melakukan tindak lanjut dan variable nya adalah kesetiaan. Regresi sederhana telah di lakukan dengan mengkombinasikan 5 dimensi menjadi variabel pemulihan layanan dan regresi yang di bandingkan dengan kesetiaan.
Hasil dari penelitian ini menunjukkan bahwa terdapat pengaruh yang besar dari pemulihan layanan terhadap kesetiaan pelanggan.

The success and the key to the success of a bank are determined by the customer. Because customers are the most important assets in the banking business. As one of the biggest banks, Mandiri Bank continued to improve his achievement especially in the matter of services. The Mandiri bank continued to try to give the first-rate service but also to minimize the failure of the service. The action that was taken by the Mandiri Bank to minimize the failure of the service is to applied stages of service recovery, so that the customer who experienced the failure of the service does not turn to the other bank but will stay loyal to Mandiri Bank.
The objective of research is to find out how the effect service recovery to loyalty using quantitave approach with literature study and using research instrument by using questioners which is distributed to 105 customer respondents.
This research using statistic analyzes by SPSS 15 for window with independent variable service recovery, which are: apologize, take immediate action, show compassion, provide compensation, and conduct follow-up and dependen variable is loyalty. Simple Regression has been carried out by combining five dimensions becomes variable service recovery and regression comparing with loyalty.
This result of this research shows that there is high influence of service recovery toward loyalty."
Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2008
S-Pdf
UI - Skripsi Open  Universitas Indonesia Library
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"one of important applicatons in GIS is the ability to determine position of an address. In the past years there were significant improvement in finding address position by internet mapping APIs komersial dan internet services...."
Artikel Jurnal  Universitas Indonesia Library
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Muhammad Elan Wicaksana
"Penelitian ini mengeksplorasi peran cognitive absorption dan motivational affordance terhadap in-game purchase intention dalam permainan di kalangan pemain game komputer Generasi Z di Jakarta dengan fokus khusus pada game Valorant. cognitive absorption adalah tingkat keadaan psikologis dimana seseorang terlibat dalam melakukan tugas tanpa menyadari bahwa waktu telah berlalu, yang baik bagi para pemain game karena mereka mencoba mendapatkan XP. motivational affordance merujuk pada karakteristik dalam permainan yang membuat pemain kembali bermain atau melakukan pembelian dalam permainan (pembelian dalam permainan). Topik ini didekati melalui Metode Penelitian Kuantitatif, di mana pengumpulan data dilakukan dengan mendistribusikan survei online kepada para pemain Valorant dalam demografi tertentu. Hasilnya menunjukkan bahwa cognitive absorption secara signifikan berpengaruh positif dengan niat pembelian dalam permainan, sehingga dapat dikatakan bahwa jika seseorang semakin terlibat dalam permainan, maka kesediaannya untuk membayar meningkat. Demikian pula, motivational affordance secara signifikan berkorelasi dengan niat pembelian, menunjukkan bahwa elemen permainan yang meningkatkan motivasi juga efektif dalam mendorong pengeluaran mikrotransaksi. Hasil ini menunjukkan bahwa skenario permainan harus dibuat menarik dan memuaskan untuk meningkatkan perputaran dari transaksi uang nyata. Studi ini lebih jauh berkontribusi dengan mengungkap perilaku pemain esports yang belum pernah dilaporkan sebelumnya berdasarkan tinjauan literatur yang mendalam dan menawarkan saran praktis yang efektif bagi para praktisi dalam merancang permainan, serta wawasan tentang strategi monetisasi permainan yang ditargetkan pada pasar Generasi Z di Jakarta.

This research explores the role of cognitive absorption and motivational affordance on intention to in-game purchase behavior among Generation Z computer game players in Jakarta by putting specific attention upon Valorant game. Cognitive absorption i.e. when games draw the player deep without one realizing and reaching a state of immersion while playing whereas motivational affordance refers to characteristics within a game that try to get player(s) back into gameplay or purchase something (in-game purchases). This study was approached through a Quantitative Research Method where data collection happens with the help of distribution of online surveys to the Valorant players from a specific demographic. Results show a positive and statistically significant relationship between cognitive absorption and in-game purchase intention such that players demonstrating high levels of immersion are more likely to spend money on the game. Likewise, motivational affordance was significantly related to purchase intention, indicating that aspects of the game which raise levels of motivation also successfully lead to spending money on microtransactions. Such results stress the need to create immersive and rewarding game scenarios in order to raise turnover from real-money transactions. This research expands the boundaries of what is known about player behavior through an understanding of e-sports and provides practitioners with practical insights when developing games, as well as insight into in-game monetization strategies for Generation Z in Jakarta. "
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2024
S-pdf
UI - Skripsi Membership  Universitas Indonesia Library
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Arila Suriosasti
"Perkembangan teknologi telah membawa dampak pada berkembangnya komunitas online di Indonesia. Penilaian terhadap kualitas layanan yang dipersepikan menjadi salah satu faktor yang dapat dipengaruhi oleh pengalaman berinteraksi anggota dalam komunitas. Penelitian sebelumnya telah membuktikan bahwa dimensi pengalaman komunitas online memiliki hubungan dengan kualitas layanan yang dipersepikan. Penelitian ini didesain untuk mengetahui hubungan dan pengaruh antara pengalaman komunitas online, sikap pada produk, perusahaan dan kualitas layanan yang dipersepikan dalam konteks komunitas online. Responden dalam penelitian ini berjumlah 290 orang yang merupakan anggota dari komunitas online milik Majalah Femina, Cita Cinta, Cosmopolitan dan Cleo. Sebuah model penelitian dengan tiga besar hipotesis diuji menggunakan Structural Equation Modeling (SEM) untuk mengetahui pengaruh pengalaman komunitas online terhadap sikap pada produk, perusahaan dan kualitas layanan yang dipersepikan. Hasil penelitian menyatakan bahwa terdapat pengaruh pengalaman komunitas online terhadap sikap pada produk, perusahaan dan kualitas layanan yang dipersepikan melalui dimensi dan nilai yang berbeda-beda.

Technological developments have an impact on the development of online communities in Indonesia. Assessment of perceived service quality is one factor that has a positive association with the members’ interaction experience in the community. Previous research has shown that the dimensions of online community experience affect perceived service quality. This study was designed to determine the relationship and influence between the online community experience, attitude towards the product, attitude towards company and perceived service quality in the context of online communities. Respondents in this study amounted to 290 people who are members of the Femina, Cita Cinta, Cosmopolitan and Cleo magazine’s online community. A model with three major research hypotheses were tested using Structural Equation Modeling (SEM) to determine the influence of online community experience on attitude towards the product, attitude towards company and perceived service quality. The study states that the online community experience can influence the attitude towards the product, company and perceived service quality through the different dimensions and values.
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Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2012
S-Pdf
UI - Skripsi Open  Universitas Indonesia Library
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