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Ditemukan 2 dokumen yang sesuai dengan query
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Haekel Prashatya
"[ABSTRAK
Studi ini mempelajari niat membeli produk resmi pada penggemar serta peran
kegemaran itu sendiri sebagai moderator antara niat membeli produk umum dan
spesifik (terkait kegemaran), ditengah maraknya pembajakan dan tantangan
seperti perbedaan budaya khususnya untuk produk luar. Model TPB (Theory of
Planned Behavior) yang diajukan Ajzen (1991) digunakan dalam menjelaskan
kecenderungan tingkah laku ini. Studi dilakukan pada beberapa komunitas
penggemar budaya pop Jepang (anime-manga) lewat kuesioner fisik dan online,
menunjukkan TPB dapat menjelaskan niat membeli produk resmi namun
kegemaran tidak memoderasi kekuatan hubungan antara niat membeli produk
resmi dan umum.
ABSTRACT
Theory of planned behavior (TPB) model (Ajzen, 1991) was used in present study
to examine the intention to purchase official goods in fans and the role of fan
(liking) itself as moderator between intention to buy general and specific goods
(related to liking), regardless of digital piracy and challenges in purchasing
foreign goods. Research was conducted through paper-and-pencil and online
questionnaire to Japanese pop culture fans, especially anime-manga, suggested
that TPB could explain the intention to purchase official goods but liking failed to
moderate the relationship between general and specific intention to purchase
official goods., Theory of planned behavior (TPB) model (Ajzen, 1991) was used in present study
to examine the intention to purchase official goods in fans and the role of fan
(liking) itself as moderator between intention to buy general and specific goods
(related to liking), regardless of digital piracy and challenges in purchasing
foreign goods. Research was conducted through paper-and-pencil and online
questionnaire to Japanese pop culture fans, especially anime-manga, suggested
that TPB could explain the intention to purchase official goods but liking failed to
moderate the relationship between general and specific intention to purchase
official goods.]"
Fakultas Psikologi Universitas Indonesia, 2015
S62286
UI - Skripsi Membership  Universitas Indonesia Library
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Sabila Rosyida
"Penelitian “Penggunaan Kata Makian pada Komunitas Penggemar Game MOBA: Kajian Sosiolinguistik” disusun untuk membandingkan penggunaan kata makian pada komunitas penggemar game Mobile Legends dengan komunitas penggemar game DOTA 2. Penelitian ini ditulis berdasarkan citra kedua komunitas tersebut yang terkenal senang berkata kasar. Penelitian ini termasuk penelitian deskriptif kualitatif. Data dikumpulkan dari komentar di akun @dotaindonesia2 dan @emak_moba di Instagram sepanjang Januari—Maret 2022. Pengklasifikasian data dilakukan berdasarkan bentuk, referensi, dan kategori makian sesuai teori Wijana tahun 2004. Berdasarkan hasil penelitian, ditemukan bahwa komunitas penggemar game Mobile Legends menggunakan kata makian dengan referensi yang lebih variatif. Hal ini dipengaruhi oleh kemudahan akses Mobile Legends yang dapat dimainkan di telepon pintar sehingga lebih banyak orang dari berbagai kelas dapat memainkannya. Di sisi lain, komunitas penggemar game DOTA 2 menunjukkan penggunaan kata makian yang sedikit lebih variatif dari sisi asal bahasanya. Hal ini dipengaruhi oleh kemudahan berpindah server sehingga interaksi pemain antarnegara lebih sering terjadi. Dengan demikian, kata makian yang digunakan dapat berasal dari dua bahasa atau lebih.
......The research "The Use of Swear Words in MOBA Game Fan Community: A Sociolinguistics Study" was written to compare the use of swear words in the Mobile Legends game fan community with the DOTA 2 game fan community. This research is a qualitative descriptive research. Data was collected from comments on the @dotaindonesia2 and @emak_moba accounts on Instagram during January - March 2022. The classification of data was carried out based on forms, references, and categories of swearing according to Wijana's theory in 2004. Based on the results of the study, it was found that the Mobile Legends game fan community used swear words with more varied references. This is influenced by the ease of access to Mobile Legends which can be played on smartphones, so that more people from various classes can play it. On the other hand, the DOTA 2 game fan community shows the use of swear words that are slightly more varied in terms of the origin of the language. This is influenced by the ease of switching servers so that player interactions between countries occur more frequently. Thus, the swear words used can come from two or more languages."
Depok: Fakultas Ilmu Pengetahuan dan Budaya Universitas Indonesia, 2022
TA-pdf
UI - Tugas Akhir  Universitas Indonesia Library