PENERIMAAN TEKNOLOGI MOBILE ESPORTS MENGGUNAKAN METODE TECHNOLOGY ACCEPTANCE MODEL

  • Nufri Wilis
  • 14002443

ABSTRAK

 

ABSTRAK Nama : Nufri Wilis NIM : 14002443 Program Studi : Ilmu Komputer Fakultas : Teknologi Informasi Jenjang : Strata Dua (S2) Konsentrasi : Software Engineering Judul Tesis : “Penerimaan Teknologi Mobile Esports Menggunakan Metode Technology Acceptance Model” Saat ini Esports semakin populer dan diminati oleh masyarakat. Didukung dengan perkembangan perangkat mobile yang meluas menjadikan sebuah trend interactive market dalam bermain game dalam model baru yaitu esport mobile. Hal ini juga memberikan kesempatan untuk mempelajari sistem dan hal lainnya dalam skala besar. Studi dan penelitian tentang esports juga berkembang. Oleh karena itu, penelitian ini mengembangkan model teoritis melalui integrasi variabel Technology
Acceptance Model (TAM) dengan ekternal variabel lainya seperti visual appeal,
enjoyment, sosial interaction dan competation untuk mengekplorasi penerimaan teknologi infomasi pada pengguna Mobile Esports. Model ini dikembangkan dengan data yang dikumpulkan dari 400 responden menggunakan partial least
squares-structural equation modeling (PLS-SEM). Hasilnya menunjukan hipotesis yang diterima pada variabel enjoyment, sosial interaction dan competation terhadap TAM berdampak positif dan signifikan. Dan hipotesis ditolak pada visual appeal terhadap TAM menunjukan hasil yang tidak signifikan. Kata Kunci: Esport, Mobile, TAM, PLS
 

KATA KUNCI

Teknologi Mobile Esports,METODE TECHNOLOGY ACCEPTANCE MODEL (TAM)


DAFTAR PUSTAKA

 

DAFTAR REFERENSI [1] F. Bányai, M. D. Griffiths, O. Király, and Z. Demetrovics, “The Psychology of Esports: A Systematic Literature Review,” J. Gambl. Stud., vol. 35, no. 2, pp. 351–365, 2019, doi: 10.1007/s10899-018-9763-1. [2] N. Zakaria, S. Rahardjo, and N. A. Hapsoro, “Perancangan Baru Esports Training Center di Bandung,” vol. 7, no. 2, p. 4032, 2020, [Online]. Available: https://openlibrarypublications.telkomuniversity.ac.id/. [3] J. Hamari and M. Sjöblom, “What is eSports and why do people watch it?,”
Internet Res., vol. 27, no. 2, pp. 211–232, 2017, doi: 10.1108/IntR-04-2016- 0085. [4] J. G. Reitman, M. J. Anderson-Coto, M. Wu, J. S. Lee, and C. Steinkuehler, “Esports Research: A Literature Review,” Games Cult., vol. 15, no. 1, pp. 32–50, 2020, doi: 10.1177/1555412019840892. [5] A. Atalay and A. C. Topuz, “What is being played in the world? Mobile esport applications,” Univers. J. Educ. Res., vol. 6, no. 6, pp. 1243–1251, 2018, doi: 10.13189/ujer.2018.060615. [6] S. E. Jenny, R. D. Manning, M. C. Keiper, and T. W. Olrich, “Virtual(ly) Athletes: Where eSports Fit Within the Definition of ‘Sport,’” Quest, vol. 69, no. 1, pp. 1–18, 2017, doi: 10.1080/00336297.2016.1144517. [7] D. Yuliawan and R. Bekti, “Legitimasi Esports s dalam Kecabangan Olahraga: Studi Literature Review,” J. Literasi Olahraga, vol. 2, no. April, pp. 90–95, 2021. [8] T. Jap, “The Technology Acceptance Model of Online Game in Indonesian Adolescents,” Makara Hum. Behav. Stud. Asia, vol. 21, no. 1, p. 24, 2017, doi: 10.7454/mssh.v21i1.3497. [9] F. D. Davis, “Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology,” Manag. Inf. Syst. Res. Cent. , vol. 13, no. 3, pp. 319–340, 1989, doi: 10.5962/bhl.title.33621. [10] M. M. Montoya-Weiss, G. B. Voss, and D. Grewal, “Determinants of Online Channel Use and Overall Satisfaction with a Relational, Multichannel Service Provider,” J. Acad. Mark. Sci. , vol. 31, no. 4, pp. 448–458, 2003, doi: 10.1177/0092070303254408. [11] C. Mathwick, N. Malhotra, and E. Rigdon, “Experiential value: Conceptualization, measurement and application in the catalog and Internet shopping environment,” J. Retail., vol. 77, no. 1, pp. 39–56, 2001, doi: 10.1016/S0022-4359(00)00045-2. [12] E. T. Loiacono, R. T. Watson, and D. L. Goodhue, “WebQual: An instrument for consumer evaluation of web sites,” Int. J. Electron. Commer., vol. 11, no. 3, pp. 51–87, 2007, doi: 10.2753/JEC1086-4415110302. [13] Y. J. Wang, M. S. Minor, and J. Wei, “Aesthetics and the online shopping environment: Understanding consumer responses,” J. Retail., vol. 87, no. 1, pp. 46–58, 2011, doi: 10.1016/j.jretai.2010.09.002. [14] M. I. Merhi, “Towards a framework for online game adoption,” Comput.
Human Behav., vol. 60, pp. 253–263, 2016, doi: 10.1016/j.chb.2016.02.072. [15] S. K. Lo, C. C. Wang, and W. Fang, “Physical interpersonal relationships and social anxiety among online game players,” Cyberpsychology Behav. , vol. 8, no. 1, pp. 15–20, 2005, doi: 10.1089/cpb.2005.8.15. [16] C. S. Ang, P. Zaphiris, and S. Mahmood, “A model of cognitive loads in massively multiplayer online role playing games,” Interact. Comput., vol. 19, no. 2, pp. 167–179, 2007, doi: 10.1016/j.intcom.2006.08.006. [17] A. S. Kahn et al., “The Trojan Player Typology: A cross-genre, crosscultural, behaviorally validated scale of video game play motivations,”
Comput. Human Behav., vol. 49, pp. 354–361, 2015, doi: 10.1016/j.chb.2015.03.018. [18] A. Ferdinand, Structural Equation Modeling Dalam Penelitian Manajemen. Semarang: Badan Penerbit Universitas Diponegoro. [19] I. Ghozali, Partial Least Square: Konsep, teknik dan Aplikasi SMART PLS
2.0 M3. Semarang: Badan Penerbit Universitas Diponegoro, 2012. [20] F. K. S. Dewi and B. Natalia, “Identifying the Factors of Online Game Acceptance Using Technology Acceptance Model,” Indones. J. Inf. Syst., vol. 4, no. 1, pp. 87–98, 2021, doi: 10.24002/ijis.v4i1.4727. [21] G. Kim, D. Choe, J. Lee, S. Park, S. Jun, and D. Jang, “The Technology Acceptance Model for Playing Console Game in Korea,” IJCSNS Int. J.
Comput. Sci. Netw. Secur., vol. 13, no. 5, pp. 9–12, 2013. [22] J. Pando-Garcia, I. Periañez-Cañadillas, and J. Charterina, “Business simulation games with and without supervision: An analysis based on the TAM model,” J. Bus. Res., vol. 69, no. 5, pp. 1731 –1736, 2016, doi: 10.1016/j.jbusres.2015.10.046. [23] J. Merikivi, V. Tuunainen, and D. Nguyen, “What makes continued mobile gaming enjoyable?,” Comput. Human Behav., vol. 68, pp. 411 –421, 2017, doi: 10.1016/j.chb.2016.11.070. [24] C. C. Chang, “Examining users′ intention to continue using social network games: A flow experience perspective,” Telemat. Informatics, vol. 30, no. 4, pp. 311–321, 2013, doi: 10.1016/j.tele.2012.10.006. [25] Sugiyono, Metode Penelitian Pendidikan Pendekatan Kuantitatif, Kualitatif,
dan R&D. Bandung: Alfabeta, 2012. [26] S. Y. Park, M. W. Nam, and S. B. Cha, “University students’ behavioral intention to use mobile learning: Evaluating the technology acceptance model,” Br. J. Educ. Technol., vol. 43, no. 4, pp. 592–605, 2012, doi: 10.1111/j.1467-8535.2011.01229.x. [27] H. A. Alfadda and H. S. Mahdi, “Measuring Students’ Use of Zoom Application in Language Course Based on the Technology Acceptance Model (TAM),” J. Psycholinguist. Res., vol. 50, no. 4, pp. 883–900, 2021, doi: 10.1007/s10936-020-09752-1. [28] T. Indarsin and H. Ali, “Attitude toward Using m-Commerce: The Analysis of Perceived Usefulness, Perceived Ease of Use, and Perceived Trust: Case Study in Ikens Wholesale Trade, Jakarta-Indonesia,” Saudi J. Bus. Manag.
Stud., vol. 2, no. 11, pp. 995–1007, 2017, doi: 10.21276/sjbms.2017.2.11.7. [29] D. S. Zhu, T. C. Te Lin, and Y. C. Hsu, “Using the technology acceptance model to evaluate user attitude and intention of use for online games,” Total
Qual. Manag. Bus. Excell. , vol. 23, no. 7–8, pp. 965–980, 2012, doi: 10.1080/14783363.2012.704269.
 

Detail Informasi

Tesis ini ditulis oleh :

  • Nama : Nufri Wilis
  • NIM : 14002443
  • Prodi : Ilmu Komputer
  • Kampus : Margonda
  • Tahun : 2022
  • Periode : I
  • Pembimbing : Dr. Lindung Parningotan Manik, M.T.I
  • Asisten :
  • Kode : 0004.S2.IK.TESIS.I.2022
  • Diinput oleh : RKY
  • Terakhir update : 16 Mei 2023
  • Dilihat : 110 kali

TENTANG PERPUSTAKAAN


PERPUSTAKAAN UNIVERSITAS NUSA MANDIRI


E-Library Perpustakaan Universitas Nusa Mandiri merupakan platform digital yang menyedikan akses informasi di lingkungan kampus Universitas Nusa Mandiri seperti akses koleksi buku, jurnal, e-book dan sebagainya.


INFORMASI


Alamat : Jln. Jatiwaringin Raya No.02 RT08 RW 013 Kelurahan Cipinang Melayu Kecamatan Makassar Jakarta Timur

Email : perpustakaan@nusamandiri.ac.id

Jam Operasional
Senin - Jumat : 08.00 s/d 20.00 WIB
Isitirahat Siang : 12.00 s/d 13.00 WIB
Istirahat Sore : 18.00 s/d 19.00 WIB

Perpustakaan Universitas Nusa Mandiri @ 2020