823 research outputs found
Kepuasan terhadap Game dan Nilai Otoritas Visual sebagai Faktor yang Mempengaruhi Minat Beli Virtual Goods Online Game Dota 2
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. 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Kemiskinan, Perempuan Dan Agama
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
Peningkatan Jiwa Berwirausaha Mahasiswa melalui Pendekatan Sosiodemografi, Sikap dan Kondisi Kontekstual Mahasiswa Pts di Kota Bandar Lampung
This study aims to, first examine the influence of sociodemographic factors (gender, parental employment, entrepreneurship experience, field of study) to the student entrepreneurship intention private colleges student in Bandar Lampung . Both examine the influence of factors attitude (autonomy and authority , economic opportunity and challenge, security and workload, avoid responsibility, self-realization and participation, social environment, perceived confidence ) of the student entrepreneurship intention private colleges in Bandar Lampung. Third, examine the influence of contextual factors (entrepreneurship education, academic support, social support, and the support of the business environment) to the student entrepreneurship intention private colleges in Bandar Lampung. The sample was 387 students from seven private colleges in Bandar Lampung. The hypothesis was tested with a 95% confidence level using SPSS version 20. Results showed that , in the socio demographic parents work only affect entrepreneurial intentions . Factors attitude , only economic challenge, perceived confidence and avoid responsibility influence on entrepreneurial intentions. While contextual factors, only Social and Environmental Suport Suport significant positive effect on entrepreneurial intentions of students, while the Academic Suport no significant effect on entrepreneurial intentions private collages students in Bandar Lampung
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