Bibliografi |
|
Pengarang |
Futuh Nurmuntaha Alfahmi,
Ferika Hafshah Zahira; |
Barcode |
|
Cat. Karya |
|
No. Induk |
|
Pembimbing |
Fatimah Azzahro |
Kata Kunci |
Over-the-top, game, Vidio, Vidio Games, uses and gratification theory, flow theory, continuance intention, platform subscribe intention |
Pembimbing 3 |
|
Pembimbing 2 |
|
Tahun buku |
2023 |
Barcode RFID baru |
11655205 |
Tahun Angkatan |
2019 |
Progam Studi |
Sistem Informasi |
Lokasi |
FASILKOM-UI; |
Tanggal Datang |
24/07/2023 |
Abstrak Indonesia |
ABSTRAK
Nama : Futuh Nurmuntaha Alfahmi, Ferika Hafshah Zahira
Program Studi : Sistem Informasi
Judul : Analisis Pengaruh Implementasi Gamifikasi Terhadap Keberlanjutan
Bermain dan Berlangganan Pada Aplikasi Vidio
Pembimbing : Fatimah Azzahro, S.Kom., M.Kom., M.Sc.
Perkembangan kecepatan internet yang memadai meningkatkan lonjakan langganan platform
over-the-top (OTT) di Indonesia. Vidio merupakan layanan OTT milik PT Vidio Dot Com
yang menyediakan layanan vidio streaming nomor satu di Indonesia. Vidio Games merupakan
fitur gamifikasi pada Vidio, yang dikembangkan untuk memenangkan kompetisi OTT di
Indonesia. Suatu kecenderungan ditemukan pada event Piala Dunia 2022 yang ditayangkan
secara eksklusif di Vidio, terjadi lonjakan pengguna aktif Vidio dan Vidio Games, namun
terjadi penurunan setelah berakhirnya event tersebut. Untuk mengetahui faktor-faktor yang
memengaruhi pengguna untuk lanjut bermain Vidio Games serta hubungannya dengan
keberlanjutan bermain, keberlanjutan menonton, dan berlangganan, penelitian ini
menggunakan uses and gratification theory (U&G), flow theory, dan continuance intention.
Analisis penelitian ini menggunakan metode partial least squares SEM (PLS-SEM) dengan
jumlah sampel sebanyak 423 responden. Hasil analisis penelitian ini membuktikan bahwa
keterpikatan (flow experience) dalam bermain Vidio Games dipengaruhi oleh faktor
enjoyment, escapism, reward, challenge, achievement. Sedangkan, kepuasan (satisfaction)
dalam bermain Vidio Games dipengaruhi oleh faktor enjoyment, reward, dan challenge. Flow
experience dan satisfaction terbukti memengaruhi game continuance intention. Kemudian,
game continuance intention memengaruhi watch continuance intention. Selain itu, platform
subscribe intention dipengaruhi oleh game continuance intention dan watch continuance
intention. Harapannya, hasil penelitian ini dapat memperkaya pengetahuan di bidang game
khususnya gamifikasi pada platform over-the-top (OTT), serta dapat menjadi acuan bagi
pengembang Vidio Games dalam membuat strategi pengembangan.
Kata kunci:
Over-the-top, game, Vidio, Vidio Games, uses and gratification theory, flow theory,
continuance intention, platform subscribe intention. |
Daftar Isi |
|
Cat. Umum |
|
Judul |
Analisis pengaruh implementasi gamifikasi terhadap keberlanjutan bermain dan berlangganan pada aplikasi video |
Asal |
|
Korporasi |
|
NPM |
1906305801, 1906298903 |
Abstrak English |
ABSTRACT
Nama : Futuh Nurmuntaha Alfahmi, Ferika Hafshah Zahira
Study Program : Information System
Title : Analysis of the Influence of Gamification Implementation on User
Continuation in Playing and Subscribing in Vidio
Counsellor : Fatimah Azzahro, S.Kom., M.Kom., M.Sc.
The development of adequate internet speed has contributed to a surge in over-the-top (OTT)
platform subscriptions in Indonesia. Vidio, owned by PT Vidio Dot Com, is the leading OTT
service that provides the number one video streaming service in Indonesia. Vidio Games, a
gamification feature on Vidio, was developed to excel in the OTT competition in Indonesia. A
trend was observed during the exclusive broadcasting of the 2022 World Cup on Vidio,
resulting in an increase in active users of Vidio and Vidio Games, but there was a decline
after the end of the event. To investigate the factors influencing users to continue playing
Vidio Games and their relationship with continued playing, continued watching, and
subscribing, this study employs the uses and gratification theory (U&G), flow theory, and
continuance intention. The research analysis utilizes the partial least squares structural
equation modeling (PLS-SEM) method with a sample size of 423 respondents. The results of
this study demonstrate that engagement (flow experience) in playing Vidio Games is
influenced by factors such as enjoyment, escapism, reward, challenge, and achievement.
Furthermore, satisfaction in playing Vidio Games is influenced by enjoyment, reward, and
challenge. Flow experience and satisfaction are proven to affect game continuance intention.
Moreover, game continuance intention impacts watch continuance intention. Additionally,
platform subscribe intention is influenced by game continuance intention and watch
continuance intention. It is expected that the findings of this research will contribute to
knowledge in the field of gaming, specifically gamification on over-the-top (OTT) platforms,
and serve as a reference for Vidio Games developers in making development strategies.
Keywords:
Over-the-top, game, Vidio, Vidio Games, uses and gratification theory, flow theory,
continuance intention, platform subscribe intention. |
Pengarang 2 |
|
Subjek |
|
Penguji 2 |
Ari Wibisono |
Penguji 3 |
|
Pembimbing 1 |
|
Fisik |
xxiv, 217 hlm, ill, 30 cm |
Bahasa |
Ind |
Lulus Semester |
Genap 2023 |
Penerbitan |
Depok: Fakultas Ilmu Komputer UI, 2023 |
No. Panggil |
SK-2099 (Softcopy SK-1581) |
Penguji 1 |
Putu Wuri Handayani |
Lulus semester SI |
Genap 2023 |