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Muhammad Andika Jaka Daniswara
"ABSTRACT
This paper examines the role of customers and inter firm collaboration in becoming a source of sustained competitive advantage in video game industry. The study used resource based view of the firm and dynamic capabilities as the theoretical approach, focusing on the internal side of the firm in making an assessment. It found that there are numerous untapped opportunities available for companies in video game industry regarding inter firm collaboration and customers. In particular, it discovered that the application of cross platform play and investment into customer support would improve the source of sustained competitiveness. Finally, this study develops a conceptual model to illustrate the findings and derive future research suggestions.

ABSTRACT
Makalah ini membahas peran pelanggan dan kolaborasi antar perusahaan yang menjadi sumber keunggulan kompetitif berkelanjutan dalam industri video game. Studi ini menggunakan pandangan berbasis sumber daya perusahaan dan kapabilitas dinamis sebagai pendekatan teoritis, dengan fokus pada sisi internal perusahaan dalam membuat penilaian. Studi ini menemukan bahwa ada banyak peluang yang belum dimanfaatkan yang tersedia bagi perusahaan di industri video game terkait kolaborasi dan pelanggan antar perusahaan. Secara khusus, makalah ini menemukan bahwa penerapan cross-platform game dan investasi ke dalam pelayanan pelanggan akan meningkatkan sumber daya saing yang berkelanjutan. Terakhir, penelitian ini mengembangkan model konseptual untuk menggambarkan hasil dan memperoleh saran penelitian di masa depan."
2017
S68151
UI - Skripsi Membership  Universitas Indonesia Library
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Mohamad Aditya Witantra
"Salah satu sifat alami dari perusahaan adalah untuk mengejar competitive advantage atas pesaingnya dalam sebuah industri. Namun bagaimanapun, untuk mencapai competitive advantage sangatlah sulit terutama karena persaingan yang kian ketat antar perusahaan. Kondisi ini mengharuskan seorang manajer perusahaan untuk menghasilkan cara baru untuk unggul dalam kompetisi. Oleh karena itu, tesis ini dibuat untuk menganjurkan perusahaan agar terlibat dalam aliansi strategis sebagai media untuk mendapatkan competitive advantage. Penelitian mengatakan bahwa aliansi strategis akan meningkatkan pasokan sumber daya dan saluran jaringan. Selain itu, aliansi strategis juga akan memfasilitasi peningkatan kompetensi inti perusahaan serta untuk belajar dan mengembangkan kemampuan strategis baru. Studi ini menganalisis manfaat yang perusahaan bisa dapatkan jika mereka terintegrasi dalam sebuah aliansi. Manfaat ini juga akan mengarah ke pencapaian competitive advantage. Selain itu, tesis ini juga menyelidiki bagaimana cara untuk membangun sebuah aliansi serta bagaimana cara untuk berhasil mengelola aliansi, karena tidak jarang aliansi menemui kegagalan selama beroperasi. Selain itu, tesis ini juga menghadirkan dua analisa kasus, yang akan menggambarkan konsep dan teori aliansi strategis untuk dunia bisnis yang nyata. Menggabungkan unsur-unsur tersebut, tesis ini berharap dapat mengungkap apa yang diperlukan bagi perusahaan untuk menciptakan competitive advantage dengan terlibat dalam sebuah aliansi strategis yang menguntungkan.

It is the nature of the firms to pursue competitive advantage over the rivals in the industry. But however, it is very difficult to achieve competitive advantage especially due to the fiercer competition between firms, which now has been amplifying more than ever. This condition forces manager to impose new way to be stand out in the competition. Hence, this thesis promotes firms to engage in strategic alliances as the medium in order to gain competitive advantage. It is said that strategic alliance will boosts the supply of resources and networking channel. In addition to that, strategic alliance will facilitates the improvement of firm’s core competence as well as to learn and develop new strategic capabilities. This study analyses the benefits that the firms may get if they are integrated in an alliance. These benefits will also leads to the achievement of competitive advantage. Furthermore, this thesis correspondingly investigates the approaches for alliance to gain competitive advantage as well as how to successfully manage alliance, since there are many alliances meet failure during the operation. Moreover, this thesis also presents two case analyses, which will illustrate the concepts and theories of strategic alliance to the real business world. Combining those elements, this thesis hopes to unravel what it takes for firms to create competitive advantage by engaging in fruitful strategic alliance."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2015
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UI - Skripsi Membership  Universitas Indonesia Library
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Ade Putra Rusly
"The airline industry has been challenged, during the last years, by the opening of the European market, the adjustments required to deal with the new competitive environment and the pressure of the US open skies strategy. European airlines have developed innovative strategies in order to adapt themselves to market growth and competition challenges. During the last decade they have achieved considerable productivity improvements, which now permits the sector to create new jobs. However they still suffer from relative structural fragmentation and financial fragility when compared to their main competitors, notably North-American carriers.
Liberalization and globalization make the market increasingly competitive and require airlines to undertake large restructuring efforts. European Commission authorized state aid as a one-off measure to help national carriers to restructure during the transition to the liberalized single market. This transition is now over. The airline industry suffers from the same handicap as other industries in Europe, justifying general initiatives enhancing the efficiency of the economic environment.
The 11 September 2001 Tragedy no matter terrible should be identified as a one-off event and not a structural crisis. Air France wanted to act quickly while at the same time taking measures that could be easily reversed when needed. It needed quick action while at the same time avoiding over-reaction. Air France announced an adjustment plan on 18 September. which included among other things a freeze on hiring, a reduction in capacity and a number of cost-saving measures. Air France constantly shifted Its capacity regionally as it betted on the fact that the strength of Its hub, Paris/COG 2, allows it to resist the downturn and attract customers to Paris, thus gaining market share.
By the end of November, instead of a growth forecast of 7% over the winter of 2000, Air France had the results stabilized and the winter of 2001 was on the same level as the year before. The capacity reduced less than others but the load factors and the yields, whereas the figures for the European airlines were down 10% and even worse ¡n the U.S.
In general, and despite the huge financial losses it incurred, the European airline industry reacted much better this time than during the Gulf War crisis of 1990-91. This is largely due to greater flexibility in managing capacity and to a certain self- imposed discipline, which avoided a potentially disastrous fares war. In the end the fare structure might be imposed instead, which basically covered the costs.
Though for some other airlines still questionable, the alliances played an important role in helping Air France manage the crisis. In spite of some initial problems between European and U.S. carriers due to what was perceived as dumping practices on the part of the Americans, at a later stage a dialogue was possible on the issue of fares, thus avoiding much heavier losses. In this case, Air France was able to talk to Delta on these Issues after receiving antitrust immunity in January. In the future, the alliances may play an even larger role in minimizing the impact of such event, market slowdown, or even economic turndown.
Overall revenue figures for the industry are still down in the largest markets. There is still a depressed demand in the U.S. We are also facing additional costs as a result of 11 September, in particular ¡n the areas of security and insurance. Just in terms Of insurance, Air France is facing an annual cost increase of around US$100m.
Airline industry apparently cannot cover its capital costs. The authorities seem to realize it but they easily forget it as soon as the routines clock back. Unfortunately, if traffic decreases, the airports and the air traffic control authorities immediately increase their charges in order to compensate for lost revenue. There a great imbalance amongst player in the air transport industry.
Part of the blame for this, of course, lies within the industry. The low-cost carriers, for instance, while playing a useful role in opening up a new market segment to aviation are also damaging the industry as a whole. Their product is different, they occupy a niche of their own but in their communication they imply.
Air France practiced renegotiation, delivery delay, and restructures operating lease, which enables itself to withdraw aircraft from the fleet without being financially penalized. 11 September obviously spurred the airlines to slightly alter their plans and at least to anticipate some measures. Nine A310s were withdrawn from the fleet of Air France nine months ahead of time. They will be replaced by A330-200s. Two 747-200s and one 767 were withdrawn from long-haul operations, while in the medium-haul sector operating leases on three A321 s and one 737-300 were not renewed. The use of short-to-medium term operational leases has given Air France great flexibility in times of crisis. It seems that Air France learned the lesson of 1991 when it received brand-new aircraft that ended immediately parked iri the desert.
Strategic alliance is considered to have helped in avoiding cost increases, and building synergic complementary network. Through a code share, one could double a frequency without any spending. This means altogether substantial investment savings. On the cargo side, SkyTeam, for example, has developed frreaChiflg synergies between Air France, Delta and Korean.
The alliances are still a very young phenomenon and they have not yet expressed all their potential. Common marketing strategies might do the trick, while preserving the identity and ¡mage of each partner, will also fosters the growth of the SkyTeam brand. The alliance has made much progress over the past three years and the antitrust immunity granted in January will lead to a qualitative jump in its partner relationship."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2002
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UI - Tesis Membership  Universitas Indonesia Library
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Ardy Protoni Doda
"ABSTRAK
Penerapan strategi aliansi dalam industri penerbangan berkembang sangat
pesat sejak dekade 90-an. Perkembangan ini teradi seiring dengan banyaknya perubahan-
perubahan aturan main dalam dunia penerbangan atan civil aviation seperti deregulasi
dan globalisasi di Ameiika Seirikat dan Eropa.
Perkembangan ini menjadi lebih pesat lagi oleh karena banyak perusahaan yang
beraliansi tidak lagi menganalisis pola kebutuban beraliansi. Keadaan ini inenyebabkan
banyaknya aliansi yang tidak menghasilkan sinergi untuk perusahaannya, sehingga muncul
permasalahan bagaimana mententuk suatu aliansi yang efektif dalam industri
penerbangan.
Dalam tulisan ini dikaji secara analitis karakteristik keadaan dan struktur
aliansi dalam industri penerbangan. Penelitian ini dibatasi pada aliansi horisontal yang
dilakukan antar perusahaan penerbangan. Metode penelitian yang digunakan adalah
menganalisis data sekunder hasil survey yang dilakukan oleb majalah Airline Business.
Data survey ini mencakup 136 perusahaan penerbangan besar dan keel yang
melayani pasar internasional.
Hasil penelitian memberikan suatu kesimpulan bahwa ada dua hal pokok dalam
pembentukan aliansi yakni pemilihan pasangan dan pemilihan jenis aliansi. Aliansi yang
sinergi akan diperoleb jika pasangan yang dipilih dan jenis aliansi sesuai dengan strategi
perusahaan secara menyeluruh.
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1995
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UI - Tesis Membership  Universitas Indonesia Library
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Eliza Anggasari
"Skripsi ini membahas mengenai fenomena peniruan yang dilakukan terhadap suatu permainan video sehingga menghasilkan permainan video lainnya yang serupa dengan permainan video tersebut. Berkaitan dengan hal tersebut, skripsi ini membahas mengenai bagaimana hak cipta terkhususnya hak cipta Indonesia berdasarkan Undang-Undang No. 28 Tahun 2014 memandang fenomena ini, mencakup bagaimana suatu permainan video dapat dilindungi oleh hak cipta dan sejauh mana perlindungan hak cipta yang dapat diberikan, serta lebih lanjut menelaah apakah tindakan peniruan tersebut termasuk dalam pelanggaran hak cipta atau tidak. Metode penelitian yang digunakan adalah penelitian yuridis-normatif. Berdasarkan peninjauan maupun penelitian yang telah dilakukan, untuk dapat dilindungi oleh hak cipta, permainan video tersebut haruslah berupa ekspresi yang orisinal, yaitu seluruh unsur penyusunnya dibuat berdasarkan pemikiran masing-masing dari si pencipta unsur penyusun tersebut. Selanjutnya, peniruan pada dasarnya merupakan pelanggaran hak cipta. Namun jika hanya didasarkan kepada Undang-Undang No. 28 Tahun 2014, untuk dapat dikatakan sebagai pelanggaran hak cipta, peniruan harus dilakukan dengan mengambil dan/atau menggunakan ekspresi permainan video lain yang mencakup seluruh atau hampir seluruh unsur penyusun yang dapat dilindungi hak cipta dan termasuk juga serangkaian pengkombinasian unsur-unsur penyusun tersebut, secara seluruh atau sebagian yang substansial tanpa izin sehingga terdapat persamaan substansial antara karya orisinal dengan karya yang diduga meniru.

In general, this thesis discusses about the phenomenon of video game copying that results in another video games that is similar to the original game. In relation to that, this thesis also discusses how copyright, especially Indonesians copyright based on Law Number 28 Year 2014 views this phenomenon, including how a video game can be protected by copyright and how far copyright protection can be provided, and whether or not the act of copying is included in the copyright infringement. The research method used in this thesis is juridical normative with secondary data type. Based on the review and the research that have been done, for it to be protected by copyright, the video games should be an original expression whereas the whole constituting elements are created based on the individual thoughts of the creators of the constituent elements. Furthermore, copying is basically an act of copyright infringement. However, if it is only based on the Indonesian Law No. 28 Year 2014, for it to be considered as a copyright infringement, copying should be done by taking and or using another video games expressions that includes all or nearly all of the constituent elements which can be protected by copyright which also includes a series of combination of the constituent elements, as a whole or substantially without permission thus the substantial similarities between the original works and the work that is allegedly doing the copying.
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Depok: Fakultas Hukum Universitas Indonesia, 2018
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UI - Skripsi Membership  Universitas Indonesia Library
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"This research was aimed to know the difference inachievement motivation between students who were video game player and those were not video game player...."
Artikel Jurnal  Universitas Indonesia Library
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Nandaru Annabil Gumelar
"Video game is a massive industry that have been growing non-stop and even push progress of other industries. However, as the industry grew with market beyond $100 billion, companies have been applying non-traditional business model to gain more revenue in an effort to gain profit with regards to the increasing costs of making games. These non-traditional business model, namely cosmetic microtransaction, gameplay microtransaction, freemium, crowdfunding, and early access, have been criticised for years by the video game community. The failure of a number of AAA video games that cost up to hundreds of millions of dollars to make have been credited to the applied non-traditional business models. Despite the limited available data this research attempts to shine a light into the matter and to see whether there is any truth upon those claims.

Industri Video Game adalah industry besar yang selalu berkembang tanpa henti dan bahkan juga mendorong perkembangan industri lain. Akan tetapi, seiring dengan berkembangnya industri yang sudah melebihi $100 trilliun, biaya pembuatan video game pun ikut meningkat. Maka untuk menghadapi peningkatan biaya perusahaan-perusahaan mulai menggunakan bisnis model yang tidak tradisional seperti cosmetic microtransaction, gameplay microtransaction, freemium, crowdfunding, dan early access. Akan tetapi bisnis model-bisnis model ini kerap di kritik oleh komunitas dan tokoh dalam industri. Kegagalan beberapa video game besar yang memakan biaya ratusan juta dolar dianggap terjadi karena penggunaan bisnis model yang tidak tradisional tersebut. Dengan data yang terbatas riset ini mencoba melihat apakah benar bisnis model bisa mempengaruhi kesuksesan video game khususnya yang terfokus pada multi-pemain."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2019
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UI - Skripsi Membership  Universitas Indonesia Library
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Leonardus Christianadi
"Penelitian ini membahas bagaimana ekspansi yang dilakukan Nintendo ke Amerika Serikat membantu pembentukan video game culture dan secara subsekuen pengaruhnya terhadap soft power Jepang. Penelitian ini bertujuan untuk menjelaskan seberapa besar pengaruh Nintendo dalam industri video game secara global, dan bagaimana satu perusahaan Jepang dapat meningkatkan brand image serta soft power Jepang di mata dunia. Kesimpulan yang dapat ditarik adalah industri video game di Amerika Serikat mungkin tidak dapat bertahan hingga sekarang tanpa keberhasilan Nintendo, dan revitalisasi yang dilakukan oleh Nintendo berhasil memberi Jepang satu saluran untuk memperkuat soft power mereka di bidang kultural.

This thesis aims to explain how Nintendo’s expansion to America’s video game market helped pave the way for the creation of video game culture, and subsequently the effect it has on Japan’s cultural soft power. This research intends to show how big the effect Nintendo has on the modern global video game industry, and how one Japanese company can help improve Japan’s brand image and cultural soft power on the global scale. This study concludes that without Nintendo, the revitalization of America’s video game industry may not have happened and it may not have survived until now, and also how Nintendo’s revitalization of America’s video game industry actually helped in creating a media through which Japan can strengthen its cultural soft power on a global scale."
Depok: Fakultas Ilmu Pengetahuan dan Budaya Universitas Indonesia, 2019
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UI - Skripsi Membership  Universitas Indonesia Library
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Pande Ketut Yodi Widnyana
"ABSTRACT
In Year 2011, heavy equipment sale reached 17,360 units or growth 47% year by year. In 2012, heavy equipment sale is expected to reach 210,000 units, growing 21% compared to 2011. This condition will be impact to the needs of component or spare part for heavy equipment, especially for filter part. Capturing this opportunity, PT Andalan Multi Kencana and PT Astra Otoparts Tbk has made strategic alliance since the end of 2010. This thesis is about analyzes why this strategic alliance cannot capture that opportunity and how to improve the strategy alliance between them. Besides of that, this thesis also analyze the new types of strategy alliance can be adopted by PT Andalan Multi Kencana and PT Astra Otoparts Tbk to enlarge the market size in amount. The analysis will starts from defining external environment and find the opportunities and threat that lie within. Besides of external environment, internal environment also has to be defined to capture the strength and weakness that company has. Using SWOT analysis, strategy can be defined based on all opportunities, threat, strength and weaknesses."
2012
T32224
UI - Tesis Open  Universitas Indonesia Library
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Hadi Busono
1997
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UI - Tesis Membership  Universitas Indonesia Library
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