Analisis Pengaruh Perceived Usefulness, Perceived Ease to Use, Game Features, Trust Game Developer, Attitude toward to Play, Subjective Norms, dan Intention to Play: pada Mobile Games Call of Duty: Mobile

Manuel Widya Arlan Vallen, Silvester (2023) Analisis Pengaruh Perceived Usefulness, Perceived Ease to Use, Game Features, Trust Game Developer, Attitude toward to Play, Subjective Norms, dan Intention to Play: pada Mobile Games Call of Duty: Mobile. Bachelor Thesis thesis, Universitas Multimedia Nusantara.

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Abstract

Pada tahun Call of Duty: Mobile-Garena resmi dibuka sejak September 2019 merupakan untuk Indonesia. Call of Duty: Mobile-Garena merupakan hasil kerjasama antara Garena dengan Activision dan Timi Tencent studio. Meskipun Call of Duty: Mobile-Garena merupakan game hasil kerjasama dari perusahaan game besar tidak menutup game tersebut dapat gagal. Hal tersebut dapat dilihat dari data yang dilansir statista.com, pendapatan dari hasil game Call of Duty: Mobile-Garena terus mengalami penurunan sejak bulan Mei 2022 sampai dengan bulan Juni 2022. Metode penelitian pada penelitian ini adalah conclusive research design, descriptive research, single cross sectional. Teknik sampling yang gunakan nonprobability, judgmental sampling. Sumber data dan cara pengumpulan data yang digunakan pada penelitian ini Primary data dan Secondary data. Operasionalisasi variabel penelitian ini Itemized rating scale, Likert: Likert scale 5 points, pengukuran variabel dimulai dari 1" sangat tidak setuju" sampai 5 "sangat setuju". Pada penelitian ini peneliti mengunakan metode Structural equation modelling (SEM) dengan menggunakan Smart PLS 3. Hasil penelitian ini menunjukan perceived usefulness, perceived ease of use, game features berpengaruh positif terhadap attitude toward playing dan attitude toward playing berpengaruh positif terhadap intention to play. Sedangkan trust in game developer tidak berpengaruh positif terhadap attitude toward playing, dan subjective tidak berpengaruh positif terhadap intention to play.

Item Type: Thesis (Bachelor Thesis)
Keywords: Online Mobile Game, Perceived Usefulness, Perceived Ease of Use, Game Features, Trust in Game Developer, Attitude Toward Playing, Subjective Norm, Intention to Play.
Subjects: 200 Religion > 260 Social and ecclesiastical theology > 261 Social theology and interreligious relations and attitudes
300 Social Sciences > 330 Economics > 338 Production (Agriculture, Business Enterprise, Extraction of Minerals, General Production) > 338.91 International Economic Development
Divisions: Faculty of Business > Management
SWORD Depositor: Administrator UMN Library
Depositing User: Administrator UMN Library
Date Deposited: 11 Mar 2023 09:20
Last Modified: 27 Jun 2023 03:34
URI: https://kc.umn.ac.id/id/eprint/23941

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