ANALISIS PROSES PENERIMAAN GIM ONLINE DOTA2 DENGAN MENGGUNAKAN THEORY REASONED ACTION PADA KONSUMEN GIM ONLINE DOTA2 DI KOTA YOGYAKARTA

S, JANUANTO SULCHAN (2017) ANALISIS PROSES PENERIMAAN GIM ONLINE DOTA2 DENGAN MENGGUNAKAN THEORY REASONED ACTION PADA KONSUMEN GIM ONLINE DOTA2 DI KOTA YOGYAKARTA. Other thesis, Universitas Sebelas Maret.

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      Abstract

      ABSTRAK ANALISIS PROSES PENERIMAAN GIM ONLINE DOTA2 DENGAN MENGGUNAKAN THEORY REASONED ACTION PADA KONSUMEN GIM ONLINE DOTA2 DI KOTA YOGYAKARTA JANUANTO SULCHAN SOFOEWAN NIM. F0212059 Penelitianinibertujuanuntukmendeskripsikanpenerimaankonsumengim online dota2 denganpersepsikeamanan, persepsikegembiraan, pengalaman optimal, normasubjektif, sikapdanintensitasmelanjutkanpenggunaanpadagim online dota2 di Kota Yogyakarta. Selainitu, penelitianinijugabertujuanuntukmenemukanbuktiempirisfaktor – faktor yang memepengaruhiintensitasmelanjutkanpenggunaanpermainan online dota2 di Kota Yogyakarta. Penelitianinimerupakanpenelitiandenganmetodesurvei.Sampel yang digunakandalampenelitianinisebanyak 205responden.Teknik sampling yang digunakanadalahnon-probability sampling.Adapunpengumpulan data dalampenelitianinimenggunakankuesioner. Data yang terkumpuldianalisisdenganmenggunakanteknikanalisisPartial Least Square. Hasil yang didapatkandaripenelitianinimenunjukkanbahwa: 1) persepsikeamananberpengaruhsignifikanterhadapsikap, 2) persepsikegembiraanberpengaruhterhadapkepuasansikap, 3) pengalaman optimal berpengaruhsignifikanterhadapintensitasmelanjutkanpenggunaan, 4) normasubjektiftidakberpengaruhsignifikanterhadapintensitasmelanjutkanpenggunaan, dan 5) sikapberpengaruhsignifikanterhadapintensitasmelanjutkanpenggunaan. Kata Kunci : TRA, Theory Reasoned Action, persepsikeamanan, kegembiraan, pengalaman optimal, normasubjetkif, sikap, intensitasmelanjutkanpenggunaan, gim online, dota2 ABSTRACT ANALYSIS PROCESS ACCEPTANCE OF ONLINE GAME DOTA2 USING THEORY REASONED ACTION ON DOTA2 ONLINE GIM CONSUMER IN YOGYAKARTA CITY JANUANTO SULCHAN SOFOEWAN NIM. F0212059 The purpose of this research is to describe acceptance of consumer of online game dota2 with perceived security, perceived enjoyment, flow, subjective norm, attitude and continuance intentionin online game dota2 in Yogyakarta. In addition , this study also aims to find empirical evidence of the influence of continuance intention on online game dota2 consumer in Yogyakarta. This research is a survey method . The sample used in this study were 205 respondents . Sampling technique used is non probability sampling . As for the collection of data in this study using a questionnaire. Data were analyzed using Partial Least Square analysis techniques . The result of this research show that : 1) perceived security positively affected attitude, 2) perceived enjoyment positively affected attitude, 3) Flow positively affected continuance intention, 4) subjective norm had no significant effect on continuance intention, 5) attitude positively affected continuance intention. Key Word: TRA, Theory Reasoned Action, perceived security, perceived enjoyment, flow, subjective norm, attitude, continuance intention, online games, dota2

      Item Type: Thesis (Other)
      Subjects: H Social Sciences > HB Economic Theory
      Divisions: Fakultas Ekonomi dan Bisnis
      Fakultas Ekonomi dan Bisnis > Manajemen
      Depositing User: faizah sarah yasarah
      Date Deposited: 23 Oct 2017 08:35
      Last Modified: 23 Oct 2017 08:35
      URI: https://eprints.uns.ac.id/id/eprint/35413

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