scholarly journals Preferences of UNIPIN Mobile Application Using Conjoint Analysis (Case Study: Pt. Dua Puluh Empat Jam Online)

Author(s):  
Marliana Marliana Marliana ◽  
Natalia Natalia Natalia

The purpose of this study is to determine the customers preferences in developing UNIPIN’s mobile application that can help PT. Dua Puluh Empat Jam Online increases their sales of mobile games vouchers. Data collection methods using questionnaires and interviews on 100 gamers of UNIPIN. The research method used in this study is conjoint analysis which was preceded by Cochran Q-test to test the validity of application attributes and conjoint analysis to know the utility value of each attribute that became the main preference of gamers. The attributes tested include the attributes contained in the 7C Framework such as context, content, community, customization, communication, connection, and commerce. The results of this study are application attributes that can be applied by UNIPIN to increase their sale of mobile game vouchers which are context, content, communication, and commerce attributes. The results of this study are attributes that meet the need to develop UNIPIN’s mobile application in order to increase sales in the mobile gaming market are the integrated level of the contex attribute, the product-dominant level of the content attribute, the one-to-one non responding user level of the communication attribute, and high level of commerce.

2016 ◽  
Author(s):  
Alexander Holland ◽  
Stanislav Roudavski

This paper demonstrates how mobile games can contribute to participatory design and its aim of achieving positive change through the involvement of stakeholders. This overarching goal is considered via a particular case-study that utilizes a purpose-built smartphone game. The case-study applies this game to the design challenges of urban cycling. Utilisation of the game in a stakeholder workshop suggests that mobile play can aid understanding and help to establish communication amongst diverse participants. For further information and media, see https://osf.io/vy5dq/


Author(s):  
Mohammed Amine Lafraxo ◽  
Mohammed Ouadoud ◽  
Youssef El Madhi ◽  
Mourad Rehali ◽  
Abdelmajid Soulaymani

<p class="0abstract">This research study serves, on the one hand, to assess the prevalence of burnout among the nursing staff. On the other hand, to determine the socio-demographic and professional characteristics associated with burnout. The aim is to propose an interactive tool to cope with burnout. This is an observational study of a cross-sectional type, conducted among a population of 30 nurses over 4 months. A two sections self-administered survey was used to determine: 1) Sociodemographic and professional characteristics; 2) the Copenhagen Burnout Inventory to evaluate burnout. In total, 17% of nurses display a high level of burnout in both its dimensions and that more than 50% are highly susceptible to it. Moreover, 83% of participants agreed to use the technology as a solution. The proposed prevention solution to cope with burnout was developed by the scratch programming code using the app inventor tool, it consists of three online services (Training, Assessment, Support).</p>


2019 ◽  
Vol 27 (3) ◽  
pp. 393-410 ◽  
Author(s):  
Maria Bada ◽  
Jason R.C. Nurse

PurposeThe purpose of this study is to focus on organisation’s cybersecurity strategy and propose a high-level programme for cybersecurity education and awareness to be used when targeting small- and medium-sized enterprises/businesses (SMEs/SMBs) at a city-level. An essential component of an organisation’s cybersecurity strategy is building awareness and education of online threats and how to protect corporate data and services. This programme is based on existing research and provides a unique insight into an ongoing city-based project with similar aims.Design/methodology/approachTo structure this work, a scoping review was conducted of the literature in cybersecurity education and awareness, particularly for SMEs/SMBs. This theoretical analysis was complemented using a case study and reflecting on an ongoing, innovative programme that seeks to work with these businesses to significantly enhance their security posture. From these analyses, best practices and important lessons/recommendations to produce a high-level programme for cybersecurity education and awareness were recommended.FindingsWhile the literature can be informative at guiding education and awareness programmes, it may not always reach real-world programmes. However, existing programmes, such as the one explored in this study, have great potential, but there can be room for improvement. Knowledge from each of these areas can, and should, be combined to the benefit of the academic and practitioner communities.Originality/valueThe study contributes to current research through the outline of a high-level programme for cybersecurity education and awareness targeting SMEs/SMBs. Through this research, literature in this space was examined and insights into the advances and challenges faced by an on-going programme were presented. These analyses allow us to craft a proposal for a core programme that can assist in improving the security education, awareness and training that targets SMEs/SMBs.


Epigram ◽  
2018 ◽  
Vol 15 (1) ◽  
Author(s):  
Nur Fitri Azizah ◽  
Diana DC Hutagalung

AbstractIndonesia is currently focus in increasing the number of foreign tourists visiting the destination with leisure and business (MICE) purpose. Various ways have been done by Ministry of Tourism, one of them is made applications for mobile users. Applications that have been launched by Ministry of Tourism are 'Pesona Indonesia eBrochure', 'Wonderful Indonesia', and '100 You Must See in Indonesia' which all of that promote Indonesia's famous destination. The applications are quite effective in describing the wonderful things of Indonesian destinations, but has not been able to provide information related to the MICE industry. In this journal will be discussed about the important role of applications on the smartphone as a promotional tool, comparing the three types of applications that have been launched by the Ministry of Tourism of Indonesia, feature plan in 'MICE Indonesia' applications as a result of the development of the previous three applications. The aims of this journal are to describe the important role of mobile application as a promotional tool in the digital era, knowing the advantages and disadvantages of features in the application launched by the Ministry of Tourism, and to make feature design on 'MICE Indonesia' application as MICE promotion tool to the world. This research method is use case study by making comparison with previous product (applications). The results of this study is 'MICE Indonesia' application is an effective tool in presenting information related to MICE and able to encourage business actors to conduct their MICE activities in Indonesia.Keyword: application, MICE, promotion, smartphone, kontribusi dan peran pentingAbstrakIndonesia saat ini sedang berkonsentrasi penuh dalam meningkatkan angka kunjungan wisatawan mancanegara dengan tujuan leisure maupun bisnis (MICE). Berbagai cara dilakukan Kementerian Pariwisata salah satunya melakukan promosi destinasi melalui aplikasi di smartphone. Aplikasi yang telah diluncurkan Kementerian Pariwisata adalah ‘Pesona Indonesia eBrochure’, ‘Wonderful Indonesia’, dan ‘100 You Must See in Indonesia’ yang ketiganya mempromosikan destinasi andalan Indonesia. Aplikasi tersebut dinilai cukup efektif dalam mendeskripsikan pesona destinasi Indonesia, namun belum mampu memberikan informasi yang bersangkutan dengan bidang MICE. Pada jurnal ini akan dibahas mengenai peran penting aplikasi pada smartphone sebagai alat promosi, membandingkan ketiga jenis aplikasi yang telah diluncurkan oleh Kementerian Pariwisata Indonesia, serta membuat rancangan aplikasi ‘MICE Indonesia’ sebagai hasil pengembangan ketiga aplikasi sebelumnya. Tujuan yang akan dicapai adalah mengetahui peran penting penggunaan aplikasi pada smartphone sebagai alat promosi di era digital saat ini, mengetahui kekurangan serta kelebihan fitur-fitur dalam aplikasi yang diluncurkan Kementerian Pariwisata, dan membuat rancangan fitur pada aplikasi ‘MICE Indonesia’ sebagai alat promosi MICE kepada dunia. Metode penelitian ini adalah studi kasus yaitu dengan membuat perbandingan dengan produk sebelumnya. Adapun hasil penelitian ini adalah aplikasi ‘MICE Indonesia’ merupakan alat yang efektif dalam menyajikan informasi terkait MICE dan mampu mendorong pelaku bisnis dunia untuk melakukan kegiatan MICE nya di Indonesia.Kata Kunci: aplikasi, MICE, promosi, smartphone., contribution and important role


Otopro ◽  
2021 ◽  
Vol 16 (2) ◽  
pp. 34
Author(s):  
Sabdha Purna Yudha

The use of sand as a mold in the casting process is very common. In this study, Balikpapan sand used as casting sand then analyzed its effect on hardness and fluidity of the Al-Si alloy. The research method used in this research is quantitative research methods using pre-experimental design, especially the one-shot case study model. The final results of this study will be obtained (1) the value of metal hardness from casting using the Micro Vickers Hardness Tester with a Hardness Vickers (HV) scale, (2) fluidity testing is carried out using the Birmingham method in order to determine the length of the cast metal flow (mm) on the final result of casting.


2020 ◽  
Vol 18 (1) ◽  
pp. 17-32
Author(s):  
Khairuddin; Khairuddin;

This study is entitled The Law of Playing Unknown's Battle Grounds (PUBG) Game According to MPU Fatwa Aceh No. 3 of 2019 (Case Study in Gunung Meriah District, Aceh Singkil Regency). This study describes how the factors and the impact of PUBG online game play and what is the view of the MPU Aceh on the law of playing PUBG games ?. To obtain answers to these problems, the authors used three data collection methods; Observation, interview and documentation. The sample in this study was PUBG online gamers in Gunung Meriah Sub-district, Aceh Singkil District. The results of this study indicate that 25% of the community of Gunung Meriah Liking and categories are addicted to the PUBG game. The main factor of playing PUBG games. Playing hobbies online, including PUBG, can reduce boredom and stress. Games that continue to be carried out have unfavorable effects such as tend to be more lazy, addictions that are not fair, less response to the surrounding environment. In Islam, banning PUBG games is in line with the MPU Aceh fatwa no. 3 of 2019, the reason for it is forbidden to use this one game, because it contains elements of violence and brutality and the impact of changing the behavior of users becomes negative; because it has the potential to cause aggressive behavior and addiction at a high level; and contains elements of insult to Islamic symbols. because it contains elements of violence and brutality as well as negative changes in the behavior of users; because it has the potential to cause aggressive behavior and addiction at a high level; and contains elements of insult to Islamic symbols. because it contains elements of violence and brutality as well as negative changes in the behavior of users; because it has the potential to cause aggressive behavior and addiction at a high level; and contains elements of insult to Islamic symbols.


Author(s):  
Eeva Liisa Nygren ◽  
Teemu H. Laine ◽  
Erkki Sutinen

<p class="0abstractCxSpFirst"><span lang="EN-US">Understanding engagement in games provides great opportunities for developing motivating educational games. However, even good games may induce disturbances on the learner. Therefore, we go further than presenting only results and discussion related to the motivation aspects and disturbance factors of the playing experience in UFractions (Ubiquitous fractions) storytelling mobile game. Namely, we define the dynamics between these two important game features. Sample of the case study was 305 middle school pupils in South Africa, Finland, and Mozambique.</span></p><p class="0abstractCxSpLast"><span lang="EN-US">Guidelines for game developers, users and educators were derived from the interplay of disturbance factors and motivations. Furthermore, we defined six different learning zones deriving from disturbances the player is facing and the player’s motivation level.</span></p>


Author(s):  
Yasin Bulduklu

The aim of this study was to determine the attitudes of university and high school students towards mobile games, and to investigate their motivation and gratification needs in terms of mobile gaming. The descriptive method was used in the study. The sampling group was composed of 846 participants. The data were collected through the Mobile Gaming Motivation Survey. The reliability coefficient of the survey (Cronbach’s alpha) was found to be 0.893. The data analysis revealed that the mobile gaming motives of participants were self-realization/individual gratification, rivalry, social interaction, addiction and escaping. It was concluded that the motivation of the participants to play mobile games and the time they spent on mobile gaming decreased as their education level increased. It was also found that the mean scores for each factor got lower as the age progressed.


Author(s):  
Paul Martin

This chapter explores the opportunities of mobile games to critique and constitute the networks of which they are a part, attending particularly to location-based games. It discusses how these kinds of mobile games reconfigure people's relationships with other people and objects in their environment. In order to understand this reconfiguration, a model is put forward that clarifies the various ways in which people and objects are presented to the mobile game player. Using this model, examples are discussed of games that make interactions available that are disruptive of a social or political order, arguing that this disruption may be drafted into socio-political critique. Other examples demonstrate how mobile games bring everyday life within a capitalist logic, monetizing leisure and the mundane. This suggests that mobile gaming as a technology, practice, or product is neither fundamentally emancipatory nor fundamentally regressive but rather can be employed in various ways.


Author(s):  
Risto Rajala ◽  
Matti Rossi ◽  
Virpi Kristiina Ruunainen ◽  
Janne Vihinen

In this chapter, we explore the revenue logics and related product distribution models of mobile game developer companies. Mobile gaming is facing a transformation in both technical infrastructures and business models as it grows at a very fast pace. The former change originates from the technological shift of the environment of use; for example, from specific game consoles toward mobile phone platforms. The latter change relates to the possibility of delivering and playing games online, which affects both the distribution partnerships and the revenue stream options of mobile game vendors. We present a set of possible business models for game developers and concentrate on the possible combinations of revenue logics and distribution models for different games.


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