One of the most popular video game genre nowadays is Multiplayer Online Battle Arena (MOBA). This genre has become the one genre to go in a multiplayer and competitive setting. This study aims to answer what makes this genre become so popular compared to another genre. The quantitative approach was used to gather a consensus of respondents that will give insight to the population's condition. By using Both DeLone & McLean and UTAUT2 model, it was found that the factors that influence MOBA popularity are Information Quality, Service Quality, Habit, Hedonic Motivation and Social Motivation. These findings show that MOBA usage are still very much influenced by social factor rather than mechanic aspect of video game.
Index Terms—MOBA; DeLone & McLean; UTAUT2
Internet Meme is one of many internet sub-culture and one of the most popular among millennials. This study aims to determine the use of memes in sharing information and entertainment at the same time. This research will require data in the form of student responses. Questions given to students that will relate to motives for seeking information, motives for entertaining, motives for maintaining relationships, continuous use and intentions in sharing information. This research was tested using the SPSS application from the data that had been collected. The final data that has been tested on Continuance Usage Intentions (CUI = 0.128) yields that the Information Seeking Motive (ISM = 0.344), the Entertainment Motive (EM = 0.350) and the Relationship Maintenance Motive (RMM = 0.247) have a close relationship. Meanwhile, the Information Sharing Intentions (ISI = -0.201) has a Information Seeking Motive (ISM = 0.379), Entertainment Motive (EM = 0.202) and Relationship Maintenance Motive (RMM = 0.410) which also has a close relationship. We can conclude that netizen are more concerned with entertainment motive and information seeking motive on continuance usage intentions which also netizen are concerned to information seeking motive and relationship maintenance motive on information sharing intention.
Seiring dalam berjalannya waktu, bentuk karya seni dalam teknologi komputer mencapai cara yang populer di dalam aspek kehidupan. Salah satu bentuknya berupa "Digital Art". Digital art merupakan sebuah karya seni yang dilakukan dengan menggunakan teknologi digital ataupun dengan teknologi komputer yang dapat berupa gambar, video, game, dan lain-lain. Tujuan penerapan digital art dalam perancangan ini adalah untuk menjadikan proses pembelajaran menjadi hal yang menarik dan tidak membosankan bagi pelajar. Menciptakan aspek berbeda dalam pembelajaran yang menekankan studi ini untuk mengangkat topik berupa "Perancangan Digital Avatar untuk Pembelajaran Online Berbasis Gamifikasi". Dalam tahap perancangan / desain avatar, penelitian ini menggunakan metode pengembangan PDDIE (Planning, Design, Development, Implementation, Evaluation). Metode perancangan ini digunakan dalam pengembangan seni digital berupa "avatar" yang menggunakan teknik Digital Illustration secara 2D dalam sistem pembelajaran online. Penerapan dan pengembangan tersebut yang akhirnya dapat membuat suasana pembelajaran menjadi lebih bermakna bagi pelajar ataupun pendidik dalan institusi Pendidikan.
Advances in technology and the flow of information have caused some people to be increasingly able to open themselves to developments in global technology, especially the internet. The condition indirectly brings the phenomenon of changing lifestyles in society, namely by using the internet as a means for digital shopping or what we usually know as e-commerce. The aim of this study is to understand the influence of shopping lifestyle, sales promotion and e-service quality on purchasing decisions of Tokopedia users. The quantitative approach was used in this research with a sample of 100 respondents who were taken through the accidental sampling technique. Then the data were collected using a questionnaire that was arranged coherently and had met the validity and reliability requirements. Multiple linear regression is used in analyzing data that have previously passed the classical assumption test and meet the necessity. The partial test results show that shopping lifestyle, sales promotion, and e-service quality have a significant influence on the purchasing decisions of Tokopedia users and the test results simultaneously show that shopping lifestyle, sales promotion, and e-service quality have a significant effect on Tokopedia users' purchase decisions.
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