scholarly journals PENGARUH ATRIBUT PRODUK TERHADAP KEPUTUSAN KONSUMEN GAME OF VALOR (Studi Kasus Pada Mahasiswa STIE Indonesia Pontianak)

2020 ◽  
Vol 9 (2) ◽  
pp. 144
Author(s):  
Ana Yuliana ◽  
Ariputra Pratama

This research was made by looking at data on the income of the mobile game industry during 2016 which reached US $ 40.6 billion (around Rp. 541 trillion), up 15% from the previous year's achievement of US $ 34.8 billion (around Rp. 480 trillion). The increase was partly due to the growth in revenue figures from the Android platform, which has increased by 32 percent over the previous year. Garena AOV (Arena of Valor) mobile game is one of Indonesian people's favorite mobile games that has attributes in the form of HD graphics (intel high definition), game system: true fair and interesting events. These three attributes are thought to affect the number of consumers who install and play the Garena AOV (Arena of Valor) mobile game. The number of samples in this study were 30 people, with criteria as users of the Arena of Valor game and the status of STIE Indonesia Pontianak students in the morning class of 2014-2017. Primary data from the questionnaire will be processed statistically using SPSS with the independent variable is hd (intel high definition), game system: true fair and event and the dependent variable is consumer decision. The results of this study are simultaneously independent variables significantly influence the dependent variable by 35.6%. Partially the independent variable has a significant effect on the dependent variable.

Author(s):  
Pitsanu Chaichitwanidchakol ◽  
Witcha Feungchan

The mobile game industry has been growing rapidly in both the number of games and revenues. Choosing the right interactions for a game has become a major challenge for developers. Some developers use inappropriate interactions in their games which causes them to be less fun than they should be. This research focuses on gathering and defining possible mobile game interactions so as to guide and enable designers and developers to choose the right interactions for their games. The researchers have extensively reviewed and explored various mobile game interactions both through research studies and through existing mobile games. Subsequent to observations, mobile game interactions were then categorized as follows: 1) Touch interaction 2) Motion/Movement interaction 3) Video interaction 4) Sound interaction 5) Special purpose interaction 6) Location interaction 7) Electroencep-halography (EEG) interaction 8) Date/Time interaction 9) Weather interaction 10) Light interaction 11) Proximity interaction 12) Network interaction 13) Social interaction and 14) Bioinformatics interaction. These 14 interactions can be used to support gameplay, ideas, and innovation of mobile games.


2021 ◽  
Vol 17 (1) ◽  
pp. 1-19
Author(s):  
Muhardi Saputra ◽  
Berlian Maulidya Izzati ◽  
Jannatul Rahmadiani

Government Resource Planning (GRP) system is a solution for managing all the resources that exist in government, namely people, technology, and business processes in it. This study aims to analyses how the acceptance of the Service and Licensing Information System for the Public (SIMPATIK) in the Investment Board and Integrated Licensing (DPMPTSP) of West Java Province. This study uses UTAUT 2 model that consist of six independent variables and two dependant variables. The relationship between the independent variable and the dependent variable is moderated by age, gender, and experience variables. The data used are primary data obtained from distributing questionnaires online to 42 DPMPTSP employees that using SIMPATIK. The hypothesis was tested with the SmartPLS and SPSS applications. The results show from a total of 14 hypotheses there are 3 hypotheses that have a significant or acceptable effect, while 11 other hypotheses are not significant or cannot be accepted.


2011 ◽  
pp. 48-65
Author(s):  
Clarry Shchiglik ◽  
Stuart J. Barnes ◽  
Eusebio Scornavacca

The rapid uptake and increased complexity of mobile phones has provided an unprecedented platform for the penetration of mobile services. Among these, mobile entertainment is composed of a variety of services such as ringing tones, games, gambling, and so on. Games are predicted to replace ringing tones as the main driver of mobile entertainment. This chapter contributes to the development of the mobile game industry by understanding corresponding consumer perceptions towards wireless application protocol (WAP) games. A series of focus groups were conducted to gain in-depth qualitative insight of perceptions towards WAP game services. The results indicate a number of clear areas for the delivery of successful WAP game services. WAP games were perceived as lacking complexity, but at the same time, were also seen as possessing several beneficial qualities. The chapter concludes with some recommendations and predictions regarding the future of WAP games.


2021 ◽  
Vol 2 (01) ◽  
pp. 79-88
Author(s):  
Irwan Kurniawan ◽  
Rr Maidarti ◽  
Ris Handayani

Penelitian untuk mengetahui pengaruh kualitas layanan sebagai variabel independen pertama dan kepercayaan sebagai variabel independen kedua terhadap loyalitas pelanggan produk UMKM sebagai variabel dependen. Metode Survey melibatkan responden melalui teknik pengambilan sampel yang purposive non random sampling sejumlah 40 konsumen yang pernah menggunakan layanan pembelian UMKM Kuliner di wilayah Cileungsi secara online. Data primer diperoleh dengan  menyebarkan kuesioner. Beberapa uji diterapkan berupa instrumen kuesioner, normalitas, dan regresi berganda. Beberapa temuan dalam penelitian adalah kedua variabel independen yaitu kualitas layanan sebagai independen pertama dan kepercayaan sebagai variabel independen kedua berpegaruh positif terhadap loyalitas sebagai variabel dependen.   Abstract Research to determine the effect of service quality as the first independent variable and trust as the second independent variable on customer loyalty of MSME products as the dependent variable. The survey method involved respondents through a purposive non-random sampling technique of 40 consumers who had used online MSME culinary purchasing services in the Cileungsi area. Primary data obtained by distributing questionnaires. Several tests were applied in the form of a questionnaire instrument, normality, and multiple regression. Some of the findings in the study are that the two independent variables, namely service quality as the first independent and trust as the second independent variable, have a positive effect on loyalty as the dependent variable.


2019 ◽  
Vol 11 (2) ◽  
pp. 131
Author(s):  
Nur Arif Munadie ◽  
Teguh Widodo

Mobile technology has become something inseparable thing from everyday life. One feature of mobile technology that often used is gaming applications or also called mobile games, this technology using behavior creates opportunities for every business involved in the mobile game industry. The growth of mobile games usage in addition to creating opportunities also creates challenges in the form of competition from other business actors in the same industry. In order to win the competition, a strategy that can be used to meet consumer expectations of value of the product which ultimately leads to the urge to make a purchase is needed. This study aims to measure the influence of values perceived by consumers and loyalty as a mediator of purchase intentions in consumers of mobile games in Indonesia. Structural Equation Modeling (SEM) was used for this study. Tests were carried on 207 players in Indonesia with the characteristics of never having previously purchased in-app purchases. The results showed that the playfulness variable had a positive and significant impact on loyalty. The connectedness variable had a positive and significant impact on good price, loyalty, and in-app purchase intention, and the good price variable had a positive and significant impact on in-app purchase intention.


2021 ◽  
Vol 2 (1) ◽  
pp. 11-20
Author(s):  
Suhatman Suhatman ◽  
Nasfi Nasfi

This study aims to determine the economic analysis that affects tourist demand on the number of visitors to tourist attractions during 2014-2019, with research at Gandoriah Beach, Pariaman City. The independent variables are motivation (x1), price (x2), tourist attraction (x3), ease of visit (x4), image (x5). The dependent variable is the number of visitors (Y). The sample in this study were 96 tourists who visited Gandoriah Beach. Data were collected using questionnaire data and primary data. Hypothesis testing using analysis, regression, t test, F test and determination were processed using the SPSS 18 for windows program. The results show that partially motivation has no effect on the number of visitors, price has no effect on the number of visitors, tourist attraction affects the number of visitors, ease of visit affects the number of visitors, and image affects the number of visitors. Simultaneously the independent variable has a significant effect on the dependent variable with an F value of 38.086 with a probability of 0.000 <0.05. The joint contribution was 66.1%.


2011 ◽  
pp. 386-401
Author(s):  
Clarry Shchiglik ◽  
Stuart J. Barnes ◽  
Eusebio Scornavacca

The rapid uptake and increased complexity of mobile phones has provided an unprecedented platform for the penetration of mobile services. Among these, mobile entertainment is composed of a variety of services such as ringing tones, games, gambling, and so on. Games are predicted to replace ringing tones as the main driver of mobile entertainment. This chapter contributes to the development of the mobile game industry by understanding corresponding consumer perceptions towards wireless application protocol (WAP) games. A series of focus groups were conducted to gain in-depth qualitative insight of perceptions towards WAP game services. The results indicate a number of clear areas for the delivery of successful WAP game services. WAP games were perceived as lacking complexity, but at the same time, were also seen as possessing several beneficial qualities. The chapter concludes with some recommendations and predictions regarding the future of WAP games.


Author(s):  
Clarry Shchiglik ◽  
Stuart J. Barnes ◽  
Eusebio Scornavacca

The rapid uptake and increased complexity of mobile phones has provided an unprecedented platform for the penetration of mobile services. Among these, mobile entertainment is composed of a variety of services such as ringing tones, games, gambling, and so on. Games are predicted to replace ringing tones as the main driver of mobile entertainment. This chapter contributes to the development of the mobile game industry by understanding corresponding consumer perceptions towards wireless application protocol (WAP) games. A series of focus groups were conducted to gain in-depth qualitative insight of perceptions towards WAP game services. The results indicate a number of clear areas for the delivery of successful WAP game services. WAP games were perceived as lacking complexity, but at the same time, were also seen as possessing several beneficial qualities. The chapter concludes with some recommendations and predictions regarding the future of WAP games.


2019 ◽  
Vol 10 (2) ◽  
pp. 255-268
Author(s):  
Anton Hiondardjo ◽  
Waffa Mutia Mutafannin

This study aims to find out how the influence of organizational culture and satisfaction on the performance of employees at KSPPS Dana Ukhuwah. This study uses correlative or correlational models with the quantitative type of qualitative research. Based on the primary data in the form of questionnaires distributed to employees and secondary data in the form of journals, books and etc. By using Multiple Linear Regression analysis, it can be seen the effect of each independent variable on the dependent variable partially and the effect of independent variables on the dependent variable simultaneously. Based on the results of the analysis of this study, organizational culture variables have a positive and significant influence on employee performance partially and conversely the satisfaction variable does not have a positive and significant effect on employee performance. However, simultaneously organizational culture and satisfaction have sufficient influence on employee performance.


2020 ◽  
Vol 7 (2) ◽  
pp. 70-91
Author(s):  
Waffa Mutia Mutafannin ◽  
Nining Nurhasanah

This study aims to find out how the influence of organizational culture and satisfaction on the performance of employees at KSPPS Dana Ukhuwah. This study uses correlative or correlational models with the quantitative type of qualitative research. Based on the primary data in the form of questionnaires distributed to employees and secondary data in the form of journals, books and etc. By using Multiple Linear Regression analysis, it can be seen the effect of each independent variable on the dependent variable partially and the effect of independent variables on the dependent variable simultaneously. Based on the results of the analysis of this study, organizational culture variables have a positive and significant influence on employee performance partially and conversely the satisfaction variable does not have a positive and significant effect on employee performance. However, simultaneously organizational culture and satisfaction have sufficient influence on employee performance.


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