958 research outputs found

    Mediasi Profitabilitas Pada Hubungan Antara Good Corporate Governance Dan Firm Size Terhadap Corporate Social Responsibility

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    . This research aimed to analyze the mediating effect of profitability on therelationship of good corporate governance and firm size to corporate socialresponsibility. The population were 29 firm of Indonesia trusted companies based onthe survey of Indonesia Institute for Corporate Governance in Indonesia StockExchange from 2014 – 2015. The sampling technique used was purposive sampling.Based on the sampling criteria, the number of selected samples were 20 firms. Dataanalysis used was path analysis method. The research findings were: 1). Goodcorporate governance had no effect to profitability and corporate social responsibility,2). Firm size and profitability had positive influence on corporate socialresponsibility.3). Firm size had negative effect to profitability. 4). Profitability did notmediate the relationship of good corporate governance and firm size to corporate socialresponsibility

    Kepuasan terhadap Game dan Nilai Otoritas Visual sebagai Faktor yang Mempengaruhi Minat Beli Virtual Goods Online Game Dota 2

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    Penelitian ini bertujuan untuk menguji pengaruh faktor kepuasan terhadap game dan nilai otoritas visual terhadap minat beli virtual goods game Dota 2 di Jakarta secara simultan dan parsial. Jenis penelitian yang digunakan adalah penelitian kausal dengan teknik analisis data menggunakan analisis kuantitatif. sedangkan metode pengumpulan datanya menggunakan metode survey dengan teknik purposive sampling. Penelitian ini menggunakan data primer berasal dari 100 responden pemain game Dota 2. Data dikumpulkan melalui kuesioner secara on-line melalui komunitas chat grup Jakarta pada game Dota 2 dan secara off-line melalui kafe internet di Jakarta. Uji instrumen yang dilakukan adalah uji reliabilitas dan validitas. Pengujian hipotesis dilakukan dengan menggunakan analisi regresi linear berganda. Hasil uji F terhadap kedua variabel penelitian yaitu kepuasan terhadap game dan nilai otoritas visual, menunjukkan bahwa kedua variabel tersebut secara bersama-sama (simultan) mempunyai pengaruh positif dan signifikan terhadap minat beli virtual goods game Dota 2. Sedangkan hasil uji t pada penelitian ini menunjukkan bahwa variabel kepuasan terhadap game dan nilai otoritas visual secara parsial juga mempunyai pengaruh positif dan signifikan terhadap minat beli virtual goods game Dota 2. Penelitian ini dapat berkontribusi dalam memahami perilaku konsumen game online di negara berkembang seperti Indonesia dan dapat diaplikasikan sebagai rencana pemasaran bagi bisnis game online untuk mempromosikan minat beli virtual goods. Kata kunci : Virtual Goods, kepuasan terhadap game, nilai otoritas visual, minat beliThe purpose of this study is to analyze the influence of subjective satisfaction about the game and visual authority value towards purchase intention of virtual goods online games Dota 2. The type of this research study is causal research which uses quantitative analysis. Meanwhile, the data collected through survey with structured questionnaires. Purposive sampling technique was used to draw respondents from on-line and off-line surveys. On-line survey was done through Dota 2 group chat, while off-line survey was carried out by survey at internet café in Jakarta. There were 100 respondents who completed the questionnaires. The results show that reliability and validity of the research instruments were reliable and valid. Furthermore, the findings also show that subjective satisfaction about the game and visual authority value influenced purchase intention, both partially and simultaneously. The research findings can contribute to the understandings of online game consumer behavior in developing country such as Indonesia and be adopted as marketing planning guideline for online game business managers to promote purchase intention of virtual goods. Keywords: virtual goods, satisfaction about the game, visual authority value, purchase intentionDaftar PustakaAdams, E. dan Rolling, A. (2006). Fundamentals of Game Design. Prentice Hall. Assael, Henry. (2001). Consumer Behavior 6th Edition. New York: Thomson Learning. Chenet., P., Dagger, T.S., dan O'Sullivan, D. (2010). Service quality, trust, commitment and service differentiation in business relationships. Journal of Services Marketing, Vol. 14,pp. 405-20 DFC Intelligence. (2013). Digital Distribution Key to Online Game Market Growth. Diambil dari http://www.dfcint.com/wp/?p=14. (diakses terakhir tanggal 10 Mei 2015) Dota 2. (2013). Dota 2 Released. Diambil dari http://blog.dota2.com Fandy, Tjiptono. (2005). 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    Kemiskinan, Perempuan Dan Agama

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    Kemiskinan telah menjadi persoalan serius yang dihadapi masyarakat kontemporer. Problem ini seringkali menempatkan kaum perempuan pada posisi yang tidak menguntungkan. Pada satu sisi, perempuan dituntut untuk berperan di semua sektor, namun di lain sisi muncul tuntutan agar perempuan tidak melupakan ”kodratnya” sebagai perempuan. Artikel ini mencoba mengulas peran agama dalam mengentaskan kemiskinan dan ketertindasan perempuan. Mengingat agama memiliki seperangkat nilai dapat dijadikan sebagai pedoman dalam menggerakkan spirit Perubahan sekaligus pemberdayaan bagi kaum perempuan

    Analisis Peran Pemerintah Daerah dalam Pemberdayaan Masyarakat Pesisir di Kecamatan Polewali Kabupaten Polewali Mandar

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    : This paper is about of local government in empowering coastal communities throughly empowerment programs that have been run in Polewali. Data accumulation methods is used in this study is the method of observation, documentation, and Interview. The results of research that has been done to prove that the role of the local Government in Coastal Community Empowerment through empowerment programs in Polewali been implemented in full in accordance with applicable regulations. Although there is a lack of coordination in the dissemination of this program. Helpful assistance fund to help financial problems (capital) and improving the productivity of fishermen

    Kepemilikan Asing dan Nilai Perusahaan di PT. Bursa Efek Indonesia

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    This research aims to investigate how foreign ownership influence on firm value of 2004-2008 at firm manufacturing sectors of the Indonesian stock exchange based on firms with 1% to less than 20% foreign ownership, 20% to less than 50% foreign ownership and up to 50% foreign ownership. Purposive sampling has been carried out in this research. Of 173, only 54 firms can be taken out. From 54 sample firms, 20 firms were taken as firms with 1% to less than 20% foreign ownernership, 17 firms with 20% to less than 50% foreign ownership and 17 firms up to 50% foreign ownership. Linier regression was implemented in this research to see the influence of foreign ownership to firm value. This research also includes firm size and firm growth as control variables. I was found that firm size, firm growth and foreign ownership were a positive and significant influence on firm value with 1% to less than 20% of foregn ownership. As the level of foreign ownership increased 20% to less than 50%, only firm size and firm growth were a positive and significant influence on firm value while foregn ownership was a negative influence. When the level of foreign ownership was up to 50%, firm size, firm growth and foreign ownership were a positive and significant influence on firm value. Since there is limitation on this research, further research is recommended to include other variables influencing firm value
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