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Hasil Pencarian

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Muhammad Dani Ardiansyah Irwendy
"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 satisfaction 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."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2022
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UI - Skripsi Membership  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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Muhammad Michael Maulana
"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 expectationconfirmation 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 satisfaction 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."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2022
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UI - Skripsi Membership  Universitas Indonesia Library
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Nadya Putri Ranatha
"Penelitian ini dilakukan untuk mengetahui faktor-faktor yang mempengruhi pembelian ulang(Repurchase Intention) pada Platorm Musik Spotify Premium. Dalam melakukan penelitian ini, sampel yang digunakan adalah para pengguna layanan Spotify Premium minimal 6 bulan terakhir yang berusia 16-55 tahun. Metode pengambilan sampel menggunakan non probability sampling yang dilakukan dengan penyebaran kuesioner yang berupa Google Forms dan disebarkan secara online melalui media sosial seperti, Instagram dan Whatsapp. Penyebaran kuesioner berhasil mengumpulkan 218 responden, Data yang telah terkumpul diolah dengan metode Structural Equation Modeling (SEM) dan menggunakan software AMOS 24. Hasil penelitian menunjukan bahwa ada 5 hubungan yang signifikan yaitu nilai yang dirasakan (Percieved Value) berpengaruh signfikan terhadap mulut ke mulut (Word of Mouth), Perceived Value berpengaruh signifikan terhadap kepuasan pelanggan (Customer Satisfaction), Sensitifitas Harga (Price Sensitivity) berpengaruh signifikan terhadap Customer Satisfaction, Customes Satisfaction berpengaruh sigifikan terhadap Word of Mouth dan Word of Mouth berpengaruh signifikan terhadap Repurchase Intention. Ada 4(Empat) hubungan yang menunjukan tidak ada hubungan yang signifikan yaitu Perceived Value terhadap Repurchase Intention, Price Sensitivity terhadap Word of Mouth, Price Sensitivity terhadap Repurchase Intention dan Word of Mouth terhadap Repurchase Intention.

This research aims to identify the factors influencing Repurchase Intention on the Spotify Premium music platform. The study utilizes a sample of Spotify Premium users aged 16-55 who have subscribed for at least 6 months. Non-probability sampling method was employed, utilizing Google Forms as a questionnaire distributed online via social media platforms such as Instagram and WhatsApp. A total of 218 respondents successfully completed the questionnaire. The collected data was analyzed using Structural Equation Modeling (SEM) with AMOS 24 software. The results of the study reveal significant relationships between five factors. Percieved Value has a significant impact on Word of Mouth and Customer Satisfaction. Price Sensitivity significantly affects Customer Satisfaction. Customer Satisfaction is significantly associated with Word of Mouth, and Word of Mouth significantly influences Repurchase Intention. However, four relationships were found to have no significant association: Perceived Value and Repurchase Intention, Price Sensitivity and Word of Mouth, Price Sensitivity and Repurchase Intention, and Word of Mouth and Repurchase Intention. This study provides valuable insights into the factors that influence Repurchase Intention on the Spotify Premium music platform. The findings highlight the importance of Percieved Value, Price Sensitivity, Customer Satisfaction, and Word of Mouth in driving users' intention to repurchase the premium service. These results can inform marketing strategies and contribute to the understanding of consumer behavior in the music streaming industry"
Jakarta: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2023
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UI - Skripsi Membership  Universitas Indonesia Library
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Jasmine Rahma Ambarwati
"Kehalalan dan ke-toyyib-an produk, termasuk produk perawatan kulit (skincare), menjadi perhatian utama bagi masyarakat Muslim di Indonesia, negara dengan populasi Muslim terbesar di dunia. Dalam beberapa tahun belakangan ini, pasar produk perawatan kulit di Indonesia penuh dengan persaingan, termasuk dari merek lokal yang semakin diminati. Sebagai pemain baru yang tengah meraih popularitas dalam pasar produk perawatan kulit halal Indonesia, merek Somethinc perlu menyelidiki faktor-faktor yang memengaruhi sikap konsumennya, untuk memahami niat pembelian kembali yang merupakan komponen loyalitas terhadap merek Somethinc. Penelitian ini bertujuan mengeksplorasi faktor-faktor yang memengaruhi sikap dan niat pembelian kembali pada konsumen perempuan Muslim di Indonesia yang menggunakan skincare halal dari Somethinc. Menggunakan kerangka Stimulus-Organism-Response (SOR) Theory, penelitian ini mengadopsi metode kuantitatif dengan Partial Least Squares Structural Equation Modeling (PLS-SEM) melalui SmartPLS. Data primer diperoleh melalui kuesioner daring dengan non-probability dan judgemental sampling, melibatkan 950 responden konsumen Muslim perempuan di Indonesia yang membeli produk Somethinc setidaknya sekali dalam 6 bulan terakhir. Hasil menunjukkan bahwa kepercayaan, kualitas produk, dan keyakinan agama berpengaruh signifikan terhadap sikap konsumen. Sikap tersebut, pada gilirannya, memengaruhi niat pembelian kembali skincare halal Somethinc. Hasil ini diharapkan memberikan wawasan bagi manajemen Somethinc dan mendukung pengembangan strategi pemasaran skincare halal mereka.

The halalness and thayyibbness of products, including skincare, are major concerns for the Muslim community in Indonesia, the country with the largest Muslim population globally. In recent years, the skincare product market in Indonesia has become highly competitive, including the increasing popularity of local brands. As a newcomer gaining popularity in the halal skincare product market in Indonesia, the brand Somethinc needs to investigate the factors influencing consumer attitudes to understand the intention of repurchasing, a crucial component of loyalty to the Somethinc brand. This research aims to explore the factors affecting attitudes and repurchase intentions among Muslim women consumers in Indonesia who use halal skincare from Somethinc. Utilizing the Stimulus-Organism-Response (SOR) Theory framework, the study adopts a quantitative method with Partial Least Squares Structural Equation Modeling (PLS-SEM) through SmartPLS. Primary data is collected through online questionnaires using non-probability and judgmental sampling, involving 950 female Muslim consumers in Indonesia who have purchased Somethinc products at least once in the last 6 months. The results indicate that trust, product quality, and religious beliefs significantly influence consumer attitudes. These attitudes, in turn, impact the repurchase intention of Somethinc's halal skincare products. The findings are expected to provide insights for Somethinc's management and support the development of their halal skincare marketing strategies."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2024
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UI - Skripsi Membership  Universitas Indonesia Library
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William Yeremia
"Tesis ini membahas pengaruh country of origin, product quality, dan self-congruity terhadap repurchase intention konsumen kendaraan LCGC Indonesia. Peneliti juga meneliti apakah terdapat moderasi dari self-congruity terhadap pengaruh country of origin dan product quality terhadap repurchase intention konsumen kendaraan LCGC Indonesia. Dari hasil penelitian, peneliti menyarankan kepada produsen kendaraan LCGC untuk mengubah strategi pemasaran mereka, dan mengubah image pengguna LCGC untuk dapat meningkatkan penjualan kendaraan LCGC. Peneliti juga telah memberikan saran untuk penelitian berikutnya untuk mengingkatkan kualitas dari penelitian terhadap repurchase intention konsumen kendaraan LCGC Indonesia.

This thesis discusses the influence of country of origin, product quality, and self-congruity consumer intention to repurchase the vehicle LCGC Indonesia. Researcher wants to know which factors that most affecting the consumer intention to repurchase the LCGC vehicle Indonesia. From the results of the study, the researcher suggests the LCGC vehicle manufacturers to change their marketing strategies, and change the image of LCGC users to be able to increase vehicle sales LCGC. Researchers have also provided suggestions for subsequent research to remind the quality of research on repurchase intention vehicle LCGC Indonesian consumers."
Depok: Universitas Indonesia, 2015
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UI - Tesis Membership  Universitas Indonesia Library
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Khafri Ramadhan
"Semakin pesatnya perkembangan mobile device di era digitalisasi ini membuat mobile application seperti mobile games ikut berkembang pula. Perkembangan ini mendorong pasar dari mobile games semakin kompetitif. Hal ini mengakibatkan hanya ada beberapa games saja yang dapat bertahan. Dengan melimpahnya mobile games yang ada pada platform pengunduhan mobile application seperti Google Play Store dan iOS Play Store, pengguna dari mobile games ini akan menghapus games yang diunduhnya apabila tidak memberikan pengalaman bermain yang menyenangkan pada percobaan pertamanya. Padahal, persepsi kesenangan ini sering dianggap sebagai faktor penting yang mempengaruhi niat pengguna untuk melanjutkan bermain mobile games tersebut.
Oleh karena itu, penelitian ini bertujuan untuk mengetahui faktor-faktor apa saja yang mempengaruhi persepsi kesenangan dan mengetahui apakah persepsi kesenangan ini mempengaruhi niat pengguna untuk melanjutkan bermain mobile games. Adapun model penelitian ini mengadopsi variabel laten seperti persepsi kemudahan pemakaian, interaktivitas, tantangan, variasi, orisinalitas, desain estetis, interaksi sosial dan identitas bersama untuk mengukur persepsi kesenangan dan efeknya terhadap niat pengguna untuk melanjutkan bermain mobile game. Model ini diuji dengan menggunakan metode Partial Least Square Structural Equation Modeling PLS-SEM dengan jumlah sampel 205 responden dan dianalisis hasilnya.
Hasilnya ditemukan bahwa persepsi kemudahan pemakaian, tantangan, orisinalitas, desain estetis dan interaksi sosial berpengaruh terhadap persepsi kesenangan dan niat pengguna untuk melanjutkan bermain mobile game didorong oleh persepsi kesenangan. Analisis siklus hidup adopsi teknologi dan matriks kesetiaan digunakan untuk mempertajam analisis penelitian ini yang bertujuan menghasilkan strategi yang dapat diterapkan oleh pengembang mobile games.

The rapid development of mobile devices in digitalization era makes mobile applications such as mobile games are growing. This development pushed mobile games market more competitively. This resulted only a few games can survive in market. With the abundance of mobile games on the mobile application download platform like the Google Play Store and iOS Play Store, users of these mobile games will remove the downloaded mobile games if they don rsquo t provide enjoyment of game experience on their first try. In fact, the perceived enjoyment is often considered as an important factor that affects the user 39 s intention to continue playing the games.
Therefore, this study aims to determine what factors affect the perceived enjoyment itself and find out whether this perceived enjoyment affects the user 39 s intention to continue playing mobile games. The research model adopts latent variables such as perception of ease of use, interactivity, challenge, variety, originality, aesthetic design, social interaction and shared identity to measure the perceived enjoyment and its effect on customer continuance intention for playing mobile games. This model was tested using Partial Least Square Structural Equation Modeling PLS SEM method with 205 respondents and be analyzed.
The results found that the perception of ease of use, challenge, originality, aesthetic design and social interaction affect the perceived enjoyment and customer continuance intention to plays mobile games driven by perceived enjoyment. The technology adoption lifecycle analysis and loyalty matrix are used to deepen the analysis of this study that aimed at generating strategies that can be applied by developers of mobile games.
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Depok: Fakultas Teknik Universitas Indonesia, 2018
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UI - Skripsi Membership  Universitas Indonesia Library
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Lintang Anjani
"Penetrasi internet yang tumbuh pesat serta penggunaan aplikasi seluler menyebabkan peningkatan ekonomi digital dan terus berkembangnya bisnis online, termasuk di Indonesia. Berbagai bisnis online memasarkan produknya melalui media sosial seperti Instagram, salah satunya adanya merek alas kaki PVRA dan MADER. Penelitian ini mengajukan perspektif value-attitude- behavior seperti utilitarian value, hedonic value, dan attitude serta faktor lain yaitu privacy dan trust untuk meneliti alasan pembeli terhadap online repurchase intention. Pengumpulan data dilakukan dengan instrumen kuesioner dan terkumpul 180 responden yang kemudian diolah menggunakan metode PLS-SEM.
Hasil dari penelitian ini menunjukkan bahwa utilitarian value memiliki pengaruh positif pada attitude responden MADER terhadap online repurchase intention. Kemudian, hedonic value memiliki pengaruh positif pada attitude responden PVRA maupun MADER terhadap online repurchase intention mereka. Berikutnya, trust memiliki pengaruh positif pada attitude responden PVRA dan MADER terhadap online repurchase intention. Selain itu, attitude memiliki pengaruh positif terhadap online repurchase intention baik pada responden PVRA maupun responden MADER.

Rapidly growing internet penetration and the use of mobile applications have led to an increase in the digital economy and the continued development of online businesses, including in Indonesia. Various online businesses market their products through social media such as Instagram, one of which are footwear brand name PVRA and MADER. This research proposes the perspective of value- attitude-behaviors such as utilitarian value, hedonic value, and attitude and other factors, such as privacy and trust to examine the reasons for buyers towards the online repurchase intention. Data collection was done by questionnaire instruments and has been collected 255 respondents which were then processed using the PLS-SEM method.
The results of this study indicate that utilitarian value has a positive influence on the attitude of MADER respondents to the online repurchase intention. Then, hedonic value has a positive influence on the attitude of PVRA and MADER respondents to their online repurchase intention. Next, trust has a positive influence on the attitude of PVRA and MADER respondents to the online repurchase intention. In addition, attitude has a positive influence on online repurchase intention in both PVRA respondents and MADER respondents.
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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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Mohammad Nur Aliman Karim
"Teknologi saat ini sangat berkembang pesat, khususnya di bidang teknologi informasi. Banyak perusahaan-perusahaan yang memanfaatkan teknologi internet untuk membantu meningkatkan bisnisnya. Dari hanya sebatas media untuk meningkatkan brand awareness sampai dengan menjual produknya melalui internet. Salah satunya adalah PT XYZ yang memiliki situs e-commerce xyz.com. Banyaknya pesaing menuntut para PT XYZ untuk meningkatkan kinerja mereka yang salah satunya diperoleh dengan cara meningkatkan jumlah transaksi yang dilakukan oleh pelanggan lama. Pada tulisan ini akan dibahas faktor-faktor yang mempengaruhi repurchase intention pelanggan XYZ.com.
Model penelitian ini diadaptasi dari model DeLone & McLean Updated IS Success Model, Expectation-Confirmation Model, dan beberapa penelitian sejenis. Pengambilan data untuk penelitian ini menggunakan survei kepada para pelanggan XYZ.com melalui media online. Dari data isian kuesioner yang terkumpul didapatkan sebanyak 374 data valid. Setelah data survey terkumpul kemudian akan dianalisa menggunakan metode structural equation modeling (SEM) berbasis variance yaitu partial least square (PLS) dengan menggunakan perangkat lunak SmartPLS 3.0. Hasil penelitian ini menunjukan bahwa customer satisfaction dan customer trust berpengaruh secara signifikan terhadap repurchase intention.

Technology has been expand so fast for now, specially for information technology. Many company use internet to improve their business. From simply use internet just for increasing brand awareness to selling their product through internet as their main channel. One of those company is PT XYZ with their e-commerce website XYZ.com. Because of business competition forced PT XYZ want to improve transaction from their existing customer to boost their performance. This research will explain factors that impacting repurchase intention customers on XYZ.com.
The resarch model was adapted from DeLone & McLean Updated IS Success Model, Expectation-Confirmation Model and other similar research. Data was collected using survey to XYZ.com customers through online survey. There is 374 valid data was collected from survey. Data was analysed using structural equation modeling (SEM) variance based that called partial least sqare (PLS) by using SmartPLS 3.0. This research resulting customer satisfaction and customer trust affect significantly to repurchase intention.
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Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2016
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UI - Tugas Akhir  Universitas Indonesia Library
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Abhipraya Tjondronegoro
"Shopee adalah salah satu m-commerce terbesar di Indonesia yang terus berkembang saat ini dengan tujuan memaksimalkan pengalaman pengguna pada m-commerce tersebut. Pada Q2-2020, Shopee memiliki sebesar 260 juta transaksi dan terus bertambah pada kuartal-kuartal selanjutnya. Salah satu aspek bisnis yang sedang berkembang saat ini adalah gamification. Shopee menerapkan gamification menggunakan Shopee Games yang merupakan implementasi m-commerce games paling dewasa dibandingkan game di m-commerce lainnya dan memiliki 19 permainan di dalamnya. Pengguna Shopee dapat bermain permainan seperti Shopee Tanam atau Shopee Lucky Prize untuk mendapatkan hadiah berupa Koin Shopee, Grand Prize, atau Saldo ShopeePay. Suatu kecenderungan yang ditemukan adalah saat ada kampanye besar, Shopee Games dapat mendapatkan banyak pemain baru, namun setelah kampanye tersebut selesai terdapat penurunan dari jumlah pemain. Untuk mencari tahu faktor-faktor yang dapat mempertahankan pemain dalam bermain Shopee Games, penelitian ini menggunakan uses and gratification theory (UGT) dan flow theory. Analisis pada penelitian ini menggunakan metode covariance-based structural equation modelling (CB-SEM) dengan data yang dikumpulkan dengan cara menyebar kuesioner daring yang diisi oleh 372 responden valid. Hasil analisis membuktikan bahwa faktor reward dan escapism memengaruhi satisfaction dan flow experience; achievement dan passing time memengaruhi satisfaction dan flow experience secara negatif; challenge hanya memengaruhi flow experience; satisfaction dan flow experience memengaruhi game continuance intention; dan game continuance intention memengaruhi platform purchase intention. Penelitian ini diharapkan dapat memperkaya pengetahuan di bidang game terutama pada m-commerce. Hasil temuan penelitian ini juga diharapkan dapat menjadi acuan untuk pengelolaan game pada Shopee Games dengan strategi yang tepat.

Shopee is a growing m-commerce constantly being developed to maximize their user’s experience. Shopee posted 260 million transactions in Q2-2020 and kept on growing in the following quarters. One aspect of Shopee that is growing is gamification. Shopee utilizes gamification through Shopee Games which is the most mature implementation of m-commerce games when compared to other m-commerces in Indonesia with19 total games at their disposal. Users can play games such as Shopee Tanam or Shopee Lucky Prize to gain rewards such as Koin Shopee, ShopeePay, and grand prize. A tendency that arises in Shopee Games is that they acquire a large number of players during a big campaign and proceed to lose a portion of those players when the campaign ends. To find out the factors that would retain players in Shopee Games, this research uses the uses and gratification theory (UGT) and flow theory. This research uses the covariance-based structural equation modelling (CB-SEM) method with data that is collected from a survey with 372 respondents. The results of the analysis proves that reward and escapism positively affects satisfaction and flow experience; achievement and passing time negatively affects satisfaction and flow experience; challenge only affects flow experience; satisfaction and flow experience affects game continuance intention; and game continuance intention affects platform purchase intention. This research hopes to bring a richer understanding of the gamification landscape especially in e-commerce. The findings in this research also aims to be a guide in making decisions for Shopee Games to run its games.
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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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