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Hasil Pencarian

Ditemukan 174195 dokumen yang sesuai dengan query
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Siffa Afdhali
"ABSTRAK
Skripsi ini membahas mengenai percampuran pemaknaan leisure dalam bermain
Ragnarok Online oleh para pemainnya. Penelitian ini adalah penelitian kualitatif
dengan menggunakan studi kasus tiga pemain Ragnarok Online yang ikut serta
dalam transaksi bisnis dalam Ragnarok Online. Penelitian meminjam teori leisure
class dan productive class Veblen, serta skema hubungan leisure dan bisnis
Parker dan Smith. Hasil penelitian ini menemukan bahwa terdapat irisan antara
leisure class dan productive class. Para pemain Ragnarok Online tersebut
memaknai game Ragnarok Online sebagai percampuran bisnis dan leisure dengan
skema hubungan antara keduanya yang unik dan berbeda-beda pada tiap
pemainnya.

ABSTRACT
This thesis discuss the mixing meaning of leisure on playing Ragnarok Online by
the players. This is a qualitative study using study case on three Ragnarok Online
players who participate in business transactions in Ragnarok Online. Research
borrow leisure class theory and Veblen?s productive class, as well as Parker and
Smith‟s relations between leisure and business scheme. Results of the study found
that there is a wedge between the leisure class and the productive class. The
players are to interpret the Ragnarok Online as a mixture of business and leisure
with the relationship between the mix of it‟s unique and different scheme for each
players."
2015
S60969
UI - Skripsi Membership  Universitas Indonesia Library
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Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2005
S6994
UI - Skripsi Membership  Universitas Indonesia Library
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Izzuddin Alghifari
"

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.

"
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2019
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UI - Skripsi Membership  Universitas Indonesia Library
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Samuel Jeffrey Sukiatno Nugroho
"[ ABSTRAK
Seiring dengan perkembangan di dunia IT dan internet, game online pun menjadi permainan yang semakin populer. Awalnya, game online identik dengan permainan laki-laki. Namun saat ini sudah merambah ke perempuan. Fenomena ini menjadi dasar yang kuat bagi perempuan untuk menunjukkan potensi dirinya. Dari fenomena ini muncul pertanyaan, sejauh mana game online menjadi sarana yang memfasilitasi gamer perempuan melakukan aktualisasi diri. Berdasarkan hasil pengamatan isi permainan dan hasil wawancara, terungkap bahwa melalui game online, gamer perempuan merasa tertantang untuk meningkatkan potensi diri, manfaat lain adalah rasa kepuasan diri bisa setara dengan laki-laki dalam meraih prestasi sebagai gamer perempuan.;

ABSTRACTWith the advances of IT and Internet, online games becomes more popular. Originally, online game is identical with the game for men. But today online game has expanded to women gamer. This phenomenon becomes a solid foundation for women to show their potential. This phenomenon raises a question, to what extent online game has become a means to facilitate women gamers, perform self-actualization. Based on the observation of games’ content and interviews, revealed that through online game, women gamers feel challenged to improve their potential. In addition, the feeling of satisfaction as women gamer in achieving their goal is equal with men., With the advances of IT and Internet, online games becomes more popular. Originally, online game is identical with the game for men. But today online game has expanded to women gamer. This phenomenon becomes a solid foundation for women to show their potential. This phenomenon raises a question, to what extent online game has become a means to facilitate women gamers, perform self-actualization. Based on the observation of games’ content and interviews, revealed that through online game, women gamers feel challenged to improve their potential. In addition, the feeling of satisfaction as women gamer in achieving their goal is equal with men.]"
Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2014
MK-PDF
UI - Makalah dan Kertas Kerja  Universitas Indonesia Library
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Ahnaf Zahier Husain
"ABSTRAK
Online game telah menjadi salah satu jenis permainan yang banyak dimainkan oleh orang-orang baik anak muda maupun orang dewasa. Salah satu jenis online game yaitu multiplayer battle online arena atau disebut MOBA merupakan salah satu yang memiliki basis pemain paling banyak di dunia dan di Indonesia sendiri genre MOBA menjadi salah satu jenis game yang paling banyak di mainkan. Online game MOBA sendiri memiliki level di dalam permainanya yang berbentuk level profil pemain game tersebut dan setiap pemain pasti memiliki harapan untuk meningkatkan level tersebut. Dalam penelitian ini harapan tersebut disebut variabel expectancy for character growth dan variabel tersebut diharapkan menjadi mediasi dalam membentuk online gamer loyalty yang dipengaruhi oleh theory of consumption values. 208 responden dianalisis jawabanya menggunakan metode SPSS dan Structural equation modelling dan variabel learning, audio visual value, dan value for money memiliki pengaruh positif terhadap expectancy for character growth dan commitment to virtual community memiliki pengaruh positif terhadap online gamer loyalty.

ABSTRACT
Online games have become one of the types of games that are mostly played by people both young people and adults. One type of online game that is multiplayer online battle arena or called MOBA is one that has the most player base in the world and in Indonesia the MOBA genre is one of the most played types of games. Online game MOBA itself has a level in its game in the form of a player's profile level and each player must have hope to increase that level. In this study the expectation is called the expectancy variable for character growth and the variable is expected to be a mediation in forming online gamer loyalty that is influenced by the theory of consumption values. 208 respondents analyzed their answers using the SPSS method and the Structural equation modeling and learning, audio visual value, and value for money variables had a positive influence on expectancy for character growth and commitment to virtual community had a positive influence on online loyalty gamers. "
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2019
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UI - Skripsi Membership  Universitas Indonesia Library
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Ghali Reksa Diraja
"Fokus utama dari penelitian ini adalah membahas tentang praktik bisnis transaksi mikro dan dampak negatifnya terhadap anak di bawah umur dan remaja. Untuk mencapai itu, Penulis menguraikan pokok-pokok permasalahan sebagai berikut: 1) Bagaimana perbandingan perlindungan hukum terhadap transaksi mikro antara Indonesia dan Belanda diterapkan? 2) Apakah sistem hukum yang saat ini dirumuskan oleh Pemerintah Indonesia sudah memadai dalam menghadapi bahaya praktek bisnis microtransaction bagi anak di bawah umur? 3) Apa pendekatan ideal untuk mengatasi masalah ini di Indonesia saat ini? Berdasarkan penelitian yang dilakukan penulis, ditemukan bahwa sistem hukum Indonesia saat ini sangat kurang dibandingkan dengan Belanda dalam menangani praktik bisnis transaksi mikro dalam video game online. Oleh karena itu, untuk meminimalisir potensi kerugian bagi anak di bawah umur dan remaja Indonesia, Pemerintah Indonesia harus menyesuaikan tanggung jawab sosial para pelaku usaha video game serta menyebarkan kesadaran akan dampak negatif pembelian produk microtransaction di masyarakat.

The main focus of this study is to discuss regarding microtransaction business practice and its negative effects towards youth and adolescents. In order to achieve that, the Author describes the main issues as the following: 1) How is the comparison of legal protection against microtransactions between Indonesia and Netherlands implemented? 2) Is the current legal system that is formulated by the Indonesian Government adequate in dealing with the dangers of microtransaction business practice for minors? 3) What is the ideal approach to tackling this problem in Indonesia currently? Based on the research conducted by the author, it is discovered that the current Indonesian legal system is severely lacking in comparison to Netherlands in handling microtransaction business practice in online video games. Therefore, in order to minimize the potential damages to Indonesia’s youth and adolescents, the Indonesian Government must adjust the social responsibility of video game business actors as well as spread the awareness of the negative effects of purchasing microtransaction products in public.
"
Depok: Fakultas Hukum Universitas Indonesia, 2021
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UI - Skripsi Membership  Universitas Indonesia Library
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Muhammad Rizaldi
"Skripsi ini membahas mengenai penyelenggaraan transaksi e-commerce dalam lingkup Business to Consumer dan penyelesaian sengketanya melalui metode Online Dispute Resolution. Perkembangan teknologi membuat penyelenggaraan transaksi perdagangan semakin modern. Dengan menggunakan internet, setiap orang dapat bertransaksi secara bebas dan melewati batas-batas geografis. Namun demikian, pemanfaatan teknologi dalam transaksi e-commerce tetap memiliki resiko sengketa. Oleh karena itu, perlu ada mekanisme penyelesaian sengketa yang dapat mengakomodir kepentingan para pihak dalam transaksi e-commerce. Kedudukan konsumen dalam transaksi e-commerce juga menjadi sangat penting karena konsumen memiliki kedudukanyang lemah dalam bertransaksi dengan pelaku usaha. Dengan demikian, penyelenggaraan transaksi e-commerce dan penyelesaian sengketanya juga harus mempertimbangkan upaya perlindungan terhadap konsumen. Penelitian ini akan membahas mengenai ketentuan hukum di bidang Informasi dan Transaksi Elektronik (ITE), Perlindungan Konsumen, dan Arbitrase dan Alternatif Penyelesaian Sengketa yang berkaitan dengan penyelenggaraan transaksi e-commerce dalam lingkup B2C. selain itu peran BPSK dalam penyelesaian sengketa konsumen juga dibahas dalam hal penyelesaian sengeketa transaksi e-commerce dalam lingkup B2C. Terakhir, penelitian ini akan membahas model ODR yang diterapkan di China oleh China International Economic and Trade Arbitration Commision (CIETAC) berdasarkan CIETAC Online Arbitration Rules.

This thesis discussed application of B2C e-commerce transaction and its dispute resolution through online dispute resolution mechanism. The development of information technology around the world have made trading transaction more modern than ever. E-commerce now is a global phenomenon that makes peoples use internet to make a deal. Using internet, nowadays, peoples can communicate freely and make a cross border transaction. However, e-commerce transaction have risk of dispute. Therefore, there should be a dispute resolution mechanism which accommodate every party in e-commerce transaction. Consumer also have a significant role in developing e-commerce. Consumer is always been in a weak position when dealing with business in e-commerce transaction. Consequently, the performance of e-commerce transaction must also cover the consumer protection. This research describe the legal provision concerning B2C e-commerce in ICT aspect, consumer protection aspect, and arbitration and altervative dispute resolution aspect. It also describe the roles of BPSK as the consumer dispute resolution body in settling B2C e-commerce dispute. And in the last part, this research will also discussed about the relevant model of ODR which is applied in China by China International Economic and Trade Arbitration Commission (CIETAC) through CIETAC Online Arbitration Rules."
Depok: Fakultas Hukum Universitas Indonesia, 2013
S44951
UI - Skripsi Membership  Universitas Indonesia Library
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Rangga Arya Gandamana
"ABSTRACT
A business can originate from a hobby. A trading card game is one those hobbies
that has been generating profits for the manufacturers, retailers, and even the
people that play the game. The company GA Corp is a virtual company that tries
to do business on trading card game. The company wishes to do business in the
secondary market which involves buying and selling of single cards. Before this
company can go further and create a business plan, it must do some analysis. This
analysis is to identify the problems which they are currently facing or will face in
the future.
The purpose of this study is to prepare and create a business plan that would be
convenient for the company to use. The preparation of the business plan starts by
doing internal and external analysis. The analysis is mostly done by primary
research but some are secondary research. From the analysis, the data would be
put for processing a new strategy for the company. The strategy formation will be
using the Blue Ocean Strategy method because it is found to be effective in this
secondary market place. Finally, the new strategy will be translated into the new
four P?s of marketing."
2012
T32237
UI - Tesis Open  Universitas Indonesia Library
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Chiara Citra Nuryanti
"Disrupsi digital telah mendorong bank di Indonesia untuk mempertimbangkan teknologi digital sebagai bagian dari strateginya, dimana komponen utama dari strategi digital ini adalah layanan online banking. Dengan online banking, nasabah dapat dengan mudah melakukan transaksi perbankan dimana saja, kapan saja, dengan cara yang mudah. Akan tetapi, ditengah kemudahan yang ditawarkan oleh online banking, masih banyak keluhan terhadap bank, khususnya bank BUMN, yang menyayangkan lamanya proses retur transaksi. Dalam rangka mempercepat proses retur transaksi, pendekatan rekayasa proses bisnis (BPR) dan Enterprise Resource Planning (ERP) diusulkan. Studi kasus dalam penelitian ini menunjukkan bahwa rekayasa proses bisnis (BPR) dan Enterprise Resource Planning (ERP) berpotensi meningkatkan efisiensi proses retur transaksi sebanyak 71,67 persen.

Digital disruption has encouraged banks in Indonesia to consider digital technology as part of their strategies, where the main component of this strategies is online banking services. With online banking, customers can easily conduct banking transactions anywhere, anytime, in an easy way. However, amid the convenience offered by online banking, there are still many complaints against banks, especially state-owned banks, who regret the length of the transaction return process. In order to speed up the transaction return process, a Business Process Reengineering (BPR) approach and Enterprise Resource Planning (ERP) are proposed. The case study in this research shows that Business Process Reengineering (BPR) and Enterprise Resource Planning (ERP) has the potential to increase the efficiency of the transaction return process by 71.67 percent."
Depok: Fakultas Teknik Universitas Indonesia, 2020
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UI - Skripsi Membership  Universitas Indonesia Library
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Valdi Rafii Rizqullah
"Penelitian ini hendak menganalisis fenomena hilangnya identitas diri seorang pemain game online akibat praktik konsumtif transaksi mikro-kosmetik dengan menggunakan pemikiran filsuf posmodern Jean Baudrillard. Dalam penelitian ini, penulis menggunakan metode kajian pustaka, di mana penulis mengumpulkan data-data yang relevan sekaligus menginterpretasikan informasi terkait dengan permasalahan praktik transaksi mikro kosmetik dalam produk game online. Hasil dari penelitian menunjukkan bahwa praktik transaksi mikro kosmetik dalam game online membuat para pemain terjatuh kepada sikap hidup yang konsumtif; di mana mereka menghabiskan uang mereka hanya untuk memenuhi hasrat berupa pencapaian makna atau tanda di balik dari komoditas virtual yang dibeli. Penulis kemudian menyimpulkan bahwa ketergelinciran pemain game online dalam dunia transaksi mikro-kosmetik menjadikan mereka kehilangan identitas diri akibat para pemain yang terjebak dalam situasi anonimitas, di mana persepsi pemain tentang subjektivitas aktual mereka di dunia nyata menjadi terkaburkan ketika para pemain hanya terfokus kepada karakter virtual yang mereka ciptakan dalam game online.

This research uses the postmodern philosopher Jean Baudrillard’s perspective to analyze the phenomenon of losing self in an online game player due to consumptive practices related to micro-cosmetic transactions. In this study, the author employs a literature review method, collecting relevant data and interpreting information related to the issue of micro-cosmetic transactions in online game products. The findings indicate that micro-cosmetic transactions in online games lead players toward a consumptive lifestyle, where they spend money solely to fulfill desires for meaning or signs associated with the virtual commodities they purchase. The author concludes that players’ immersion in micro-cosmetic transactions causes them to lose their sense of identity, as they become ensnared in anonymity. Their perception of actual subjectivity in the real world becomes blurred when they focus solely on the subjectivity of the characters they create in the online game.
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Depok: Fakultas Ilmu Pengetahuan Budaya Universitas Indonesia, 2024
TA-pdf
UI - Tugas Akhir  Universitas Indonesia Library
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