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Dzulfikar Kardawi Sabik
"Penelitian ini membahas keabsahan jual beli kebendaan virtual dalam permainan online Seal Online Plus Indonesia. Metode penelitian skripsi ini adalah penelitian yuridis normatif. Hasil penelitian menyimpulkan bahwa kebendaan virtual adalah kebendaan tidak berwujud berupa kode komputer yang disimulasikan dengan menggunakan komputer dan memiliki kesamaan unsur dengan kebendan konvensional. Hukum yang mengatur mengenai kebendaan virtual antara lain hukum Hak Cipta, Hukum Benda, dan Hukum Perikatan. Peralihan kebendaan virtual melalui jual beli antar pemain adalah sah karena berdasarkan labor theory of property, pemain mempunyai hak untuk mengalihkan kebendaan virtual. Jika ada klausul dalam End-User License Agreement (EULA) dan Term of Service (ToS) yang melarang jual beli kebendaan virtual dengan mata uang asli, maka jual beli antar pemain tetap sah, namun pemain telah melakukan pelanggaran prestasi dalam EULA dan ToS (wanprestasi) sehingga dapat dikenakan sanksi seperti yang telah disetujui dalam EULA dan ToS. Jual beli kebendaan virtual dalam permainan Seal Online Plus Indonesia tetap sah, namun pelanggaran ketentuan dalam EULA dan ToS yang dilakukan pemain merupakan wanprestasi sehingga pemain dapat dikenakan sanksi berupa penutupan akun.

This research discussed validity of virtual property trade in online game Seal Online Plus Indonesia. This research is using normative legal research method. The result concluded that virtual property is intangible thing, a computer code simulated with computer or computer network, that mimics real world property characteristics. Legal provision governing virtual property can be found in the Copyright Law, Property law, and Contract Law. Transfer of virtual property among the players is valid because based on labor thory of property, they have the right to transfer it. If there is article in the End-User License Agreement (EULA) and Term of Service (ToS) agreed by the player and developer that forbid virtual property trade with real money, the transfer still valid but only among the players, and they would get sanction agreed in the EULA and ToS because of default of the contract. Virtual property real money trade among the players in Seal Online Plus Indonesia is valid and enforceable but only among the players. The sanction is their ID will be blocked by the provider because of default of the EULA and ToS.
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Depok: Fakultas Hukum Universitas Indonesia, 2014
S56320
UI - Skripsi Membership  Universitas Indonesia Library
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Mohammad Rizky Rivaldy Tukuboya
"Peningkatan perkembangan jumlah pemain dan popularitas game di seluruh dunia, menyebabkan game online berkembang menjadi suatu industri kreatif yang potensial. Peningkatan jumlah pemain juga meningkatkan aktivitas transaksi digital terutama pada pembelian item virtual dalam game tersebut juga mengalami peningkatan. Pertumbuhan popularitas, penyebaran informasi serta kompetisi menjadikan industri game tetap tumbuh di tengah pandemi, dan menjadi penyumbang pendapatan negara dalam industri kreatif. Penelitian ini menginvestigasi faktor-faktor yang mempengaruhi intensi pembelian item virtual dalam game di Indonesia. Metode analisis data meliputi analisis deskriptif, analisis Top Two Boxes, dan analisis Partial Least Square (PLS). Dari 151 responden pemain game, distribusi hasil menunjukkan mayoritas berusia 18-34 tahun, berpendidikan sarjana, dan berpenghasilan kurang dari Rp.5.000.000. Hasil analisis PLS mengungkapkan bahwa kepuasan diri, utilitas harga, komunikasi media, dan kebijakan pemerintah memiliki pengaruh positif dan signifikan terhadap Intensi Pembelian item virtual dalam game. Kepuasan bermain game, harga produk virtual, informasi yang diperoleh dari media sosial, dan kebijakan pemerintah mendukung mempengaruhi intensi pembelian pemain. Hasil pengujian hipotesis menyatakan bahwa seluruh hipotesis diterima, menandakan hubungan signifikan antara variabel yang diteliti. Kesimpulannya, penelitian ini menggarisbawahi pentingnya faktor-faktor psikologis dan ekonomi dalam memahami perilaku pembelian item virtual dalam game. Dengan demikian, pemerintah perlu meningkatkan regulasi dan sosialisasi tentang transaksi yang sah dan legal dalam game.

The rising of game popularity and numbers of players around the world causing online game flourish as potential creative industry. The rising numbers of player also increasing digital transaction mainly in virtual item purchasing. The growing popularity of video game, spreading of information, and gaming competitiveness cause the industry to keep growing in the midst of pandemic and becoming a contributor to national revenue within creative industry. This study investigates the factors influencing the purchase intention of virtual items in games in Indonesia. Data analysis methods include descriptive analysis, Top Two Boxes analysis, and Partial Least Square (PLS) analysis. From 151gamers respondents, the distribution of results indicates that the majority are aged between 18 to 34 years, have a bachelor's degree, and earn less than IDR 5 Million. The PLS analysis shows that Enjoyment, Price Utility, Media Communication, and Government Initiatives have a positive and significant influence on the Purchase Intention of virtual items in games. Player satisfaction, virtual product price, information obtained from social media, and government policies have significant impact in affecting players' purchase intentions. The hypothesis testing results shows that all hypotheses are accepted, signifying a significant relationships between the variables examined. In conclusion, this study highlights the importance of psychological and economic factors in understanding virtual items purchasing behaviour in games. Thus, the government needs to enhance regulation and socialization about the legitimate and legal transactions in gaming. "
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2023
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UI - Tesis Membership  Universitas Indonesia Library
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Stefanus Andriano
"Tesis ini membahas proses komunikasi online menuju offline komunitas virtual di Indonesia. Selain proses komunikasi, tesis ini juga membahas konsep 'from cyber to brother' yang terjadi dalam komunitas virtual di Indonesia. Untuk dapat mengetahui proses komunikasi online ke offline dan konsep 'from cyber to brother' yang terjadi dalam komunitas virtual di Indonesia maka digunakan studi etnometodologis dengan pendekatan interpretatif. Hasil penelitian menunjukkan bahwa terdapat dua skema dalam proses komunikasi online menuju offline yaitu skema sirkular (loop) dan spontanitas (linier). Untuk dapat menemukan konsep 'from cyber to brother' dalam komunitas virtual di Indonesia, peneliti menggunakan observasi dan wawancara mendalam terhadap anggota komunitas virtual. Hasil penelitian menunjukkan bahwa terjadi konsep 'from cyber to brother' dalam komunitas virtual di Indonesia.

This thesis discussed the process on online to offline communication virtual community in Indonesia. Other than the process of the communication itself, this thesis also discussed the concept of ?from cyber to brother? which occured on virtual community in Indonesia. In order to found out whether the process of online to offline communication and ?from cyber to brother? concept occured on virtual community in Indonesia, therefore the author used ethnomethodology method with interpretative approach. The result showed that there were two schemes on the process of offline to online community, which were circular scheme (loop) and spontaneous (linear). Other ways to found out the concept of ?from cyber to brother? on virtual community in Indonesia, the author engaged with the members of virtual community in terms of observation and interview. The finding showed that the concept of ?from cyber to brother? was indeed occurred on virtual community in Indonesia."
Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2015
T44508
UI - Tesis Membership  Universitas Indonesia Library
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"The development of online games is so high that leads many companies to compose games. To increase competitiveness, extra service is needed for the customers. Before giving service, online games provider has to know what factor that motivates player to buy online games and virtual items that are presented in order to increase competitiveness. The research is done by using case of online games perfect world, where the area of respondents is Jakarta and the age ranges between 15 to 24. This research involves survey for 186 respondents in which 30 respondents are for pilot test while 156 are for actual test. The data processing is used SEM which the measurement variables consist of effort expectancy, performance expectancy, perceived value, enjoyment story, enjoyment length, enjoyment graphic, enjoyment control, customization, purchase intention and actual purchase behavior. The result of research shows that motivation factor that has high effect to purchase intention is perceived value, enjoyment story, enjoyment length, enjoyment control and customization. While, purchase intention affects actual purchase behavior significantly
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621 COMMIT 8 (1-2) 2014
Artikel Jurnal  Universitas Indonesia Library
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Joshua S. Prawiro
"Tesis ini menganalisa faktor-faktor yang dihipotesiskan dapat mempengaruhi niat konsumen untuk membeli konten game mobile online di Indonesia. Ada lima variable yang dihipotesiskan mempearuhi niat pembeli konsumen pada konten mobile game online di Indonesia yaitu visual appeal, portability, hedonic browsing, perceived risk, dan juga utilitarian browsing. Model penelitian ini diambil dari berbagai peneliti seperti jurnal dan juga studi orang sebelumnya. Menggunakan beberapa jurnal seperti, “Understanding Impulse Buying in Mobile Commerce: An Investigation into Hedonic and Utilitarian Browsing” dari Zheng, Men, Yang, dan Gong, 2019; “Why Do People Play Games? A Meta-analysis” dari Hamari, Keronen, 2017; “Relationaship Between Consumers Percieved Risks and Consumer trust: A Study of Sainsbury Store” dari Amin, Mahasan, 2014; “Understanding Continuance Intention to Play Online Games: The Roles of Hedonic Value, Utilitarian Value, and Perceived Risk” dari Sharma, Ghosh, 2020. Ada Sembilan hipotesis yang disimpulkan dari model yang telah dibikin oleh peneliti. Berdasarkan 213 responden konsumer online gamers di wilayah JABODETABEK yang memenuhi kriteria yang penulis sudah tetapkan, ditemukan bahwa empat variabel dapat mempengaruhi niat pembelian konsumer pada konten mobile game online, yaitu visual appeal, portability, hedonic browsing, dan juga utilitarian browsing.

This thesis analyzes the hypothesized factors that influence consumer intentions to buy online mobile game content in Indonesia. There are five variables that are hypothesized to influence consumer buying intent on online mobile game content in Indonesia, namely visual appeal, portability, hedonic browsing, perceived risk, and also utilitarian browsing. This research model was taken from various researchers such as journals and also previous studies of people. Using several journals such as, “Understanding Impulse Buying in Mobile Commerce: An Investigation into Hedonic and Utilitarian Browsing” from Zheng, Men, Yang, and Gong, 2019; “Why Do People Play Games? A Meta-analysis” from Hamari, Keronen, 2017; "Relationship Between Consumers Perceived Risks and Consumer Trust: A Study of Sainsbury Store" from Amin, Mahasan, 2014; "Understanding Continuance Intention to Play Online Games: The Roles of Hedonic Value, Utilitarian Value, and Perceived Risk" from Sharma, Ghosh, 2020. There are nine hypotheses which are concluded from the model that has been made by researchers. Based on 213 consumer online gamers respondents in the JABODETABEK area who met the criteria set by the authors, it was found that four variables can influence consumer purchase intentions for online mobile game content, namely visual appeal, portability, hedonic browsing, and also utilitarian browsing"
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2022
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UI - Tesis Membership  Universitas Indonesia Library
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"Niat pembelian in-game item pada game online telah menarik perhatian pada beberapa penelitian. Sebagian besar studi didasarkan pada faktor rasional. Penelitian ini menganalisis niat beli in-game item pada game online first-person shooter (FPS) dengan faktor rasional, faktor individu, faktor irasional, dan faktor yang berhubungan dengan game. Survei online dilakukan kepada 107 pemain Valorant, CS:GO, Fortnite, Apex Legends, atau PUBG: BATTLEGROUNDS. Structural equation modeling (SEM) dari data yang dikumpulkan menunjukkan bahwa niat untuk membeli ­in-game item pada game online FPS tidak hanya dipengaruhi oleh faktor rasional, tetapi juga oleh faktor individu, faktor irasional, dan faktor terkait game.

The purchase intention of in-game items in online games has attracted the attention of several studies. Most of the studies are based on rational factors. This study investigated determinants of purchase intention of in-game items on first-person shooter (FPS) online games with rational factors, individual factors, irrational factors, and game-related factors. An online survey was conducted with 107 players of Valorant, CS:GO, Apex Legends, or PUBG: BATTLEGROUNDS. Structural equation modeling (SEM) of the collected data showed that the purchase intention of in-game items on FPS online games was influenced not only by rational factors, but also by individual factors, irrational factors, and game-related factors.
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[Depok, Depok]: [Fakultas Ekonomi dan BIsnis Universitas Indonesia, Fakultas Ekonomi dan BIsnis Universitas Indonesia], 2022
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UI - Tesis Membership  Universitas Indonesia Library
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Syahrul Hidayanto
"Dunia virtual tanpa perlu diragukan telah menjadi ruang di mana pengguna dapat secara bebas mengonstruksi diri mereka sendiri tanpa batasan. Menggunakan dunia virtual dalam kasus ini MMOG sebagai tempat untuk membangun identitas dan sistem relasional sosial sendiri adalah fenomena yang semakin meluas dalam dekade terakhir. Ini adalah fenomena yang menarik di experiential community MMOG dan dengan demikian merupakan topik penelitian yang penting. Tujuan penelitian adalah untuk memahami konstruksi identitas virtual pemain MMOG subgenre battle royale. Penelitian ini menggunakan pendekatan kualitatif dan paradigma konstruktivisme. Alat pengumpulan data berupa wawancara mendalam, observasi, dan studi dokumentasi. Setelah data terkumpul, peneliti kemudian menganalisisnya menggunakan analisis tematik. Hasil penelitian menunjukkan bahwa pemain MMOG menggunakan tiga strategi untuk mengonstruksi identitas virtualnya yaitu perluasan diri, agregasi diri, dan telepresence. Dalam strategi perluasan diri, identitas virtual dikonstruksi berdasarakan kombinasi dari tiga domain diri yaitu actual self, ideal self, dan ought self. Selain domain diri avatar, kepemilikan virtual juga termasuk ke dalam perluasan diri. Kepemilikan virtual terdiri dari senjata, pakaian, uang virtual, hingga kendaraan. Strategi agregasi diri dapat ditempuh melalui keanggotaan di dalam squad, kerja sama antar pemain, sharing barang atau uang virtual, dan pembagian peran dalam squad. Strategi telepresence dapat terpenuhi jika pemain MMOG telah merasakan adanya vividness, interactivity, spatial presence, dan immersion saat sedang bermain. Telepresence memungkinkan pemain MMOG untuk mengembangkan bagian dari identitasnya yang tidak dapat diekspresikannya di dunia nyata. Kemudian, temuan lainnya adalah terdapat empat aspek identitas virtual yaitu pribadi, relasional, sosial, dan material. Rasa kehadiran dan keterikatan dengan avatar akan membentuk identitas pribadi. Hubungan pertemanan atau romantis dalam MMOG dapat memberikan dampak yaitu terbentuknya identitas relasional. Keputusan yang terkait dengan menjadi anggota komunitas virtual tertentu, seperti berdasarkan jenis kelamin, ras, gender, agama atau kelompok-kelompok yang ditentukan oleh minat khusus, cenderung memperkaya dimensi sosial identitas virtual. Terakhir, lewat kepemilikan virtual, avatar dapat menunjukan status sosial dan konsep diri yang kemudian membentuk identitas materialnya.

There is no doubt that the virtual world has become a space for users to freely construct themselves without limit. This case used the virtual world in MMOG as a space to develop identity and social relational system, which has been a spreading phenomenon in the last decade. It is an interesting phenomenon in the MMOG experiential community and therefore an important research topic. The research purpose was understanding the virtual identity construction of battle royale MMOG players. The present study used qualitative approach and constructivism paradigm. The data collection instruments were in-depth interview, observation, and documentation study. After the data was collected, the researcher analyzed it using thematic analysis. The research result showed that MMOG players used three strategies to construct their virtual identities namely self-extension, self-aggregation, and telepresence. In self-extension strategy, the identity of MMOG player was constructed based on the combination of three domains of self, i.e. actual self, ideal self, and ought self. Beside domain of self of avatar, virtual possessions was also included in self-expansion. Virtual possesionns consisted of weapon, clothes, virtual money, to vehicle. Self-aggregation strategy could be taken through ownership in squad, cooperation among players, goods and virtual money sharing, and role division in squad. Telepresence strategy could be fulfilled if MMOG player experienced vividness, interactivity, spatial presence, and immersion when playing. Telepresence enabled MMOG player to develop part of their identity which could not be expressed in the real world. Another finding was there were four aspects of virtual identity, i.e. personal, relational, social, and material. Senses of presence and attachment to avatar would form personal identity. Friendship or romantic relationship in MMOG could result in the formation of relational identity. Decision related with joining certain virtual community, such as by sex, race, gender, religion or groups determined by special interest, tended to enrich the social dimension of virtual identity. Lastly, through virtual possessions, avatar could show social status and self-concept which later formed the material identity."
Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2019
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UI - Tesis Membership  Universitas Indonesia Library
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Jimmy Gozaly
"Nowadays, online games attract people from various age. One of the biggest communities is university students. Online games are ofteb considered to have brought a bad influence because itis assumed that students' achievement is declining. If this assumption is true, playing online games will become a mayor problem. The aim of this research is to identify and find relationship between online gaming behavior and students' achievement at "X" University. By using multiple linear regression, it is discovered that gaming behavior will bring a negative influence to students' achievement; therefore, wise consideration while playing online game is necessary."
[Place of publication not identified]: Majalah Ilmiah Maranatha, 2010
MAILMAR
Artikel Jurnal  Universitas Indonesia Library
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Abdul Manan
"ABSTRAK
Perkembangan teknologi dewasa telah menyebabkan perkembangan permainan dari yang bersifat offline menjadi online. Perbedaan mendasar dari game online adalah para pemain tidak perlu bertemu langsung dengan pemain lainnya untuk melakukan permainan bersama-sama. Dalam setiap permainan terdapat aturan dan etika yang disepakati oleh pemainnya agar dapat berjalan menyenangkan dan tidak merugikan pihak yang bermain maupun pihak yang menyelenggarakan. Di dalam game online terdapat software yang memungkinkan pemain melakukan kecurangan sehingga merugikan pihak lain atau dirinya mendapat keuntungan. Dalam Tugas Karya Akhir ini penulis mencoba menganalisa tindakan netralisasi pemain aktif game online menggunakan cheat engine. Penulisan ini berhasil membuktikan tindakan netralisasi pada pemain game online yang menggunakan cheat engine dengan menggunakan teori teknik netralisasi.

ABSTRACT
The development of technology has led to the development of games from offline to online. The fundamental difference of the online game is the players do not need to meet directly with other players to do the game together. In each game there are rules and ethics agreed upon by the players so that tey can feel fun and do not harm those who play and those who administer. In the online games are software that allow players to commit fraud to the detriment of others or her benefit. In the task of this thesis the author tries to analyze the actions of neutralization active player online game using cheat engine. This study proves neutralization action at online game players who use cheat engine using Techniques of neutralization."
2017
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UI - Tugas Akhir  Universitas Indonesia Library
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Indra Cahya
"Online game merupakan hiburan teknologi yang semakin maju dan berkembang di era digital saat ini dan sangat digemari masyarakat luas. Di jaman sekarang online game hadir tidak hanya pada komputer saja, tapi sudah menyebar ke segala jenis platform, baik tablet, smartphone, dan game console lainnya. Dengan begitu banyak online game yang hadir, ini menunjukan bahwa tidak hanya teknologi yang berkembang pesat, tetapi juga berkembangnya peluang bisnis yang dapat dilirik para pelaku bisnis yang memiliki keinginan untuk terjun ke dalam industri kreatif.
Permasalahan dalam penelitian ini diajukan untuk mengetahui intention gamers untuk bermain kembali pada online game yang mereka mainkan. Untuk memiliki minat tersebut, sebelumnya gamers harus merasakan enjoyment bermain online game, sehingga untuk melihat hal ini ditinjau dari lima faktor penting yaitu, online game story, online game graphic, online game sound, online game length, dan online game control. Selain itu digunakan dua variabel yang dikembangkan berdasarkan Theory Reasoned of Action, yaitu attitude toward playing online game dan subjective norms untuk mendapatkan gambaran yang lebih jelas terhadap intention to replay online game.
Model teoritis dalam penelitian ini disampaikan dengan enam hipotesis yang akan diuji menggunakan Structural Equation Model. Sampel penelitian ini terdiri dari 180 responden yang pernah bermain online game dalam tiga bulan terakhir. Kuesioner online didesain untuk mengumpulkan informasi dari para gamers se-Indonesia.
Hasil analisis menunjukan bahwa online game graphic dan online game length memberikan pengaruh positif terhadap online gaming enjoyment, namun sangat disayangkan online game story, online game sound, dan online game control tidak memberikan pengaruh terhadap online gaming enjoyment, sehingga dalam penelitian ini online gaming enjoyment tidak memberikan pengaruh terhadap intention to replay online game.

Online game is an entertainment technology and growing in today's digital era and also very popular with the public. In this days, online gaming is present not only on the computer, but has spread to all types of platforms, in tablets, smartphones, and other game consoles. With so many online games are present, this indicates that not only the technology is rapidly evolving, but also the development of business opportunities that can be glimpsed by business people who have a desire to plunge into the creative industries.
Problems in this study proposed are to determine the intention of gamers to replay on an online game that they play. Of course, to have such an interest, they should feel an enjoyment from playing online games first. To see this, it is reviewed from five important factors, namely, online game story, online game graphics, online game sound, online game length, and online game control. Moreover, this study used two variables that were developed based on the Theory of Reasoned Action, attitude toward playing online games and subjective norms to get a clearer picture of the intention to replay online games.
The theoretical model in this study presented with six hypotheses is tested using Structural Equation Model. The study sample consisted of 180 respondents who have ever played online games in the last three months. Online questionnaire designed to collect information from the gamers in Indonesia.
Results of the analysis showed that online game graphic and online game length had a positive influence on online gaming enjoyment, but it is unfortunate online game story, online game sound, and online game control does not give effect to online gaming enjoyment, because there are only two factor that gave the influence to online gaming enjoyment, then this will make the online gaming enjoyment does not give effect to the intention to replay online games.
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Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2015
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UI - Tesis Membership  Universitas Indonesia Library
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