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Ditemukan 14945 dokumen yang sesuai dengan query
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Syahrul Hidayanto
"Dunia virtual tanpa perlu diragukan telah menjadi ruang di mana pengguna dapat secara bebas mengonstruksi diri mereka sendiri tanpa batasan. Menggunakan dunia virtual dalam kasus ini MMOG sebagai tempat untuk membangun identitas dan sistem relasional sosial sendiri adalah fenomena yang semakin meluas dalam dekade terakhir. Ini adalah fenomena yang menarik di experiential community MMOG dan dengan demikian merupakan topik penelitian yang penting. Tujuan penelitian adalah untuk memahami konstruksi identitas virtual pemain MMOG subgenre battle royale. Penelitian ini menggunakan pendekatan kualitatif dan paradigma konstruktivisme. Alat pengumpulan data berupa wawancara mendalam, observasi, dan studi dokumentasi. Setelah data terkumpul, peneliti kemudian menganalisisnya menggunakan analisis tematik. Hasil penelitian menunjukkan bahwa pemain MMOG menggunakan tiga strategi untuk mengonstruksi identitas virtualnya yaitu perluasan diri, agregasi diri, dan telepresence. Dalam strategi perluasan diri, identitas virtual dikonstruksi berdasarakan kombinasi dari tiga domain diri yaitu actual self, ideal self, dan ought self. Selain domain diri avatar, kepemilikan virtual juga termasuk ke dalam perluasan diri. Kepemilikan virtual terdiri dari senjata, pakaian, uang virtual, hingga kendaraan. Strategi agregasi diri dapat ditempuh melalui keanggotaan di dalam squad, kerja sama antar pemain, sharing barang atau uang virtual, dan pembagian peran dalam squad. Strategi telepresence dapat terpenuhi jika pemain MMOG telah merasakan adanya vividness, interactivity, spatial presence, dan immersion saat sedang bermain. Telepresence memungkinkan pemain MMOG untuk mengembangkan bagian dari identitasnya yang tidak dapat diekspresikannya di dunia nyata. Kemudian, temuan lainnya adalah terdapat empat aspek identitas virtual yaitu pribadi, relasional, sosial, dan material. Rasa kehadiran dan keterikatan dengan avatar akan membentuk identitas pribadi. Hubungan pertemanan atau romantis dalam MMOG dapat memberikan dampak yaitu terbentuknya identitas relasional. Keputusan yang terkait dengan menjadi anggota komunitas virtual tertentu, seperti berdasarkan jenis kelamin, ras, gender, agama atau kelompok-kelompok yang ditentukan oleh minat khusus, cenderung memperkaya dimensi sosial identitas virtual. Terakhir, lewat kepemilikan virtual, avatar dapat menunjukan status sosial dan konsep diri yang kemudian membentuk identitas materialnya.

There is no doubt that the virtual world has become a space for users to freely construct themselves without limit. This case used the virtual world in MMOG as a space to develop identity and social relational system, which has been a spreading phenomenon in the last decade. It is an interesting phenomenon in the MMOG experiential community and therefore an important research topic. The research purpose was understanding the virtual identity construction of battle royale MMOG players. The present study used qualitative approach and constructivism paradigm. The data collection instruments were in-depth interview, observation, and documentation study. After the data was collected, the researcher analyzed it using thematic analysis. The research result showed that MMOG players used three strategies to construct their virtual identities namely self-extension, self-aggregation, and telepresence. In self-extension strategy, the identity of MMOG player was constructed based on the combination of three domains of self, i.e. actual self, ideal self, and ought self. Beside domain of self of avatar, virtual possessions was also included in self-expansion. Virtual possesionns consisted of weapon, clothes, virtual money, to vehicle. Self-aggregation strategy could be taken through ownership in squad, cooperation among players, goods and virtual money sharing, and role division in squad. Telepresence strategy could be fulfilled if MMOG player experienced vividness, interactivity, spatial presence, and immersion when playing. Telepresence enabled MMOG player to develop part of their identity which could not be expressed in the real world. Another finding was there were four aspects of virtual identity, i.e. personal, relational, social, and material. Senses of presence and attachment to avatar would form personal identity. Friendship or romantic relationship in MMOG could result in the formation of relational identity. Decision related with joining certain virtual community, such as by sex, race, gender, religion or groups determined by special interest, tended to enrich the social dimension of virtual identity. Lastly, through virtual possessions, avatar could show social status and self-concept which later formed the material identity."
Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2019
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UI - Tesis Membership  Universitas Indonesia Library
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John Richard Sageng
"Computer games have become a major cultural and economic force, and a subject of extensive academic interest. Up until now, however, computer games have received relatively little attention from philosophy. Seeking to remedy this, the present collection of newly written papers by philosophers and media researchers addresses a range of philosophical questions related to three issues of crucial
importance for understanding the phenomenon of computer games. The nature of gameplay and player experience, the moral evaluability of player and avatar actions, and the reality status of the gaming environment. By doing so, the book aims to establish the philosophy of computer games as an important strand of computer games research, and as a separate field of philosophical inquiry."
Dordrecht, Netherlands: Springer, 2012
e20401112
eBooks  Universitas Indonesia Library
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Buchsbaum, Walter H.
New York: McGraw-Hill, 1983
688.728 BUC m
Buku Teks  Universitas Indonesia Library
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Harahap, Gibran Ridha Parlindungan
"Seiring berkembangnya game serta jumlah massa pemain game hingga sekarang, banyak perusahaan game yang memiliki franchise besar mampu untuk memproduksi game untuk franchise tersebut setiap tahunnya. Kumpulan game dari satu franchise milik perusahaan game tertentu yang dikeluarkan setiap tahunnya disebut dengan annually released games. Salah satu platform distribusi game digital yang menjadi pasar game terbesar untuk annually released games pada saat ini adalah Steam. Setiap annually released games yang dikeluarkan dari suatu franchise diharapkan akan memiliki kualitas dan fitur tambahan yang lebih baik dari versi game tersebut di tahun sebelumnya. Meskipun seperti itu, kenyataannya masih terdapat annually released games yang tidak lebih baik dari versi sebelumnya yang menyebabkan pengguna tidak tertarik untuk membeli versi selanjutnya dari annually released games tersebut. Oleh karena itu, penelitian ini bertujuan untuk menganalisis faktor-faktor yang memengaruhi repurchase intention terhadap annually released games pada platform Steam jika dilihat dari expectation-confirmation model (ECM). Penelitian ini menggunakan pendekatan kuantitatif dengan melibatkan total 270 responden yang setidaknya pernah membeli satu annually released games. Data penelitian diolah dan dianalisis menggunakan teknik structural equation modeling (SEM) dengan metode partial least squares (PLS) melalui tools SmartPLS. Hasil penelitian ini mengindikasikan bahwa confirmation memengaruhi keempat dimensi perceived value dan atisfaction secara signifikan. Emotional value ditemukan memiliki pengaruh yang signifikan terhadap satisfaction. Intention to repurchase annually released games dipengaruhi secara signifikan oleh satisfaction, value-for-money value, dan social value. Perolehan penelitian ini dapat digunakan untuk penelitian selanjutnya yang membahas topik serupa dan memberikan perspektif dan wawasan baru kepada pengembang annually released games saat ini dan masa depan.


Along with the development of games and the number of game players until now, many game companies with large game franchises are able to produce games for their franchise annually. A collection of games from one franchise belonging to a particular game company that are released every year are called annually released games. One of the digital game distribution platforms that is becoming the largest gaming market for annually released games is Steam. Every game that is released every year from a franchise is expected to have better quality and additional features than the version of the game in the previous year. Even so, in reality there are still annually released games that are not better than the previous version, which causes users to not be interested in buying the next version of that game. Therefore, this study aims to analyze the factors that influence repurchase intention of annually released games on Steam platform when viewed from expectation-confirmation model (ECM). This study used a quantitative approach involving a total of 270 respondents who have repurchased at least one annually released game. The research data was processed and analyzed using structural equation modeling (SEM) technique with partial least square (PLS) method and SmartPLS tools. The results indicated that confirmation significantly affects all four dimensions of perceived value and satisfaction. Emotional value was found to have a significant influence on satisfaction. Intention to repurchase annually released games is influenced significantly by satisfaction, value-for-money value, and social value. The results of this research can be used for further research that discusses similar topics and may provide further perspectives and insights to current and future annually released games developers.

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Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2022
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UI - Skripsi Membership  Universitas Indonesia Library
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"we assessed the playability of seven mobile phone games developed by the Ateneo Java Wireless Competency center: JLinks, JMarbles, Kampanerang Kuba, Mulawin, Panday, PBA Challenge and Sugo."
Artikel Jurnal  Universitas Indonesia Library
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"The aim of this qualitative approach research was to know teachers' performance in the vct model affective evaluation of PKn through a game..."
2008
370 JPUNP 30:2 (2008)
Artikel Jurnal  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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"This book constitutes the refereed proceedings of the 3rd International Conference on Serious Games Development and Applications, SGDA 2012, held in Bremen, Germany in September 2012. The 22 revised full papers presented were carefully reviewed and selected from numerous submissions. The papers cover various topics on serious games including engineering, education, health care, military applications, game design, game study, game theories, virtual reality, 3D visualisation and medical applications of games technology.
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Berlin: Springer-Verlag, 2012
e20407872
eBooks  Universitas Indonesia Library
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Jasmine Sariskawinda Sutarman
"Tujuan penelitian ini untuk mengetahui intensi dari bermain multiplayer online games. Sebanyak 160 mahasiswa dari University of Queensland berumur 18 hingga direkrut sebagai partisipan. Partisipan diberikan kuesioner mengenai komponen Theory of Planned Behavior yang diadaptasi dari Ajzen (2006) dan skala mengenai social affiliation diadaptasi dari Koo (2008). Kuesioner tersebut digunakan untuk mengukur komponen TPB yang terdiri dari attitudes, subjective norm, dan perceived behavioral control, sementara skala social affiliation digunakan untuk mengukur kenikmatan bermain multiplayer online games dari interaksi sosial. Hasil penelitian ini menunjukkan bahwa model TPB beserta social affiliation ada hubungan yang positif dengan intensi untuk bermain multiplayer online games, terkecuali untuk komponen perceived behavioral control. Implikasi dari studi ini menunjukkan bahwa sebagai tambahan komponen TPB, social affiliation berkontribusi dalam meningkatnya penggunaan multiplayer online games sebagai platform untuk bersosialisasi yang menguatkan intensi di balik bermain multiplayer online games.

The aim of the study is to investigate the intention of playing massively multiplayer online games. 160 students from the University of Queensland ranging from 18 to 23 of age were recruited as participants. Questionnaires consisting of the Theory of Planned Behavior components adapted from Ajzen (2006) and social affiliation scale adapted by Koo (2008) were distributed. The questionnaires were used to measure the TPB components such as attitudes, subjective norms, and perceived behavioral control, whereas the social affiliation scale was used to measure enjoyment of playing multiplayer online games from social interaction. Results showed TPB models and social affiliation were positively associated with the intention to play massively multiplayer online games, in exception for perceived behavioral control. It was implied that in addition to TPB components, social affiliation contributed to the increased use of multiplayer online games as a platform for socializing, strengthening the intention behind playing the multiplayer online games."
Depok: Fakultas Psikologi Universitas Indonesia, 2020
MK-Pdf
UI - Makalah dan Kertas Kerja  Universitas Indonesia Library
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Rendy Saputra
"Salah satu fungsi dari bermain video games adalah untuk sarana hiburan, namun terdapat juga orang menjadi stress saat memainkan video games karena frustrasi gagal dalam mencapai tujuan dalam video games. Salah satu jenis game yang saat ini popular adalah Multi Player Online Battle Arena MOBA. Games tipe MOBA memiliki tingkat kerumitan dan menantang untuk player, sehingga tipe game ini cocok untuk penelitian ini dimana untuk melihat kejadian apa dalam game yang menyebabkan stress pada pemain. Penelitian ini bertujuan untuk mengevaluasi tingkat stress saat bermain video games melalui pendekatan ergonomi kognitif untuk melihat karakteristik in-game event yang meningkatkan stres.
Metode yang digunakan dalam penelitian ini adalah frequency analysis dari average power, asymmetry, dan rasio alpha/beta serta rasio theta/beta. Metode frequency analysis dilakukan dengan menggunakan data electroencephalogram responden selama bermain game DOTA 2. Berdasarkan penelitian yang telah dilakukan, ada beberapa kondisi yang berpengaruh maupun tidak berpengaruh terhadap tingkat stress pemain baik itu yang sudah berpengalaman bermain DOTA 2 maupun yang pertama kali bermain DOTA 2.

One of the functions of playing video games is place for entertainment, but there are also people become stress while playing video games because of frustration fail to achieve objective in video games. One of video games genre that nowdays are popular is Multi Player Online Battle Arena MOBA. This MOBA games have high complexity and more challenging for player, so this genre is suitable for this research to see what in game events that makes player rsquo s stress. This research objective is to evaluate stress when playing video games using cognitive ergonomic approach to see what in game characteristic that increase stress.
Methods for this research are frequency analysis from average power, asymmetry, and alpha beta ratio also theta beta ratio. Frequency Analysis is conducted by using electroencephalogram data from respondent while playing DOTA 2. Based on result of this research, there are some conditions that affect and did not affect to player rsquo s stress to both experienced and first time player.
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Depok: Fakultas Teknik Universitas Indonesia, 2017
S66979
UI - Skripsi Membership  Universitas Indonesia Library
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