Samboro, Chamdana Taqie (2026) Pengembangan Model Analisis Faktor Resistensi Untuk Rekomendasi Peningkatan Niat Bermain Game Digital Menggunakan PLS-SEM(Partial Least Squares-Equation Modeling). Masters thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
Banyak penelitian tentang niat bermain game, namun jarang yang melihat dari sisi hambatan sehingga seseorang enggan dan menolak bermain game. Penelitian ini bertujuan: mengembangkan faktor hambatan (faktor interpersonal, intrapersonal dan struktural) dengan mempertimbangkan faktor kesehatan yang menyebabkan seseorang menolak bermain game dengan menggunakan sampel sebanyak 230 responden di Malang- Indonesia, yang yang berhenti bermain game minimal 3 bulan terakhir, menggunakan google form. Analisis dalam penelitian ini menggunakan PLS-SEM melakukan uji outer pada kuesioner dan uji inner terhadap model path tersebut, serta menguji hipotesisnya. Hasil temuan terbukti bahwa: semua hambatan baik hambatan interpersonal, intrapersonal, struktural dan kesehatan memicu adanya resistensi secara signifikan dan seterusnya akan menurunkan minat bermain game digital. Temuan ini memberikan informasi dan rekomendasi bagi pengembang game untuk merancang desain dan fitur permainan yang lebih inklusif, seimbang, dan mendukung kesehatan fisik serta mental pengguna, agar meminimkan resistensi dalam bermain game digital. ========================================================================================================================================
There is a lot of research on the intention to play games, but rarely does it look at the barriers that make someone reluctant and resistant to playing games. This study aims to: develop barrier factors (interpersonal, intrapersonal and structural factors) by considering health factors that cause someone to refuse to play games using a sample of 230 respondents in Malang, Indonesia, who have stopped playing games for at least the last 3 months, using a Google form. The analysis in this study used PLS-SEM to conduct an outer test on the questionnaire and an inner test on the path model and test the hypothesis. The findings proved that: all barriers, including interpersonal, intrapersonal, structural, and health barriers, trigger significant resistance and then reduce interest in playing digital games. These findings provide information and recommendations for game developers to design game designs and features that are more inclusive, balanced, and support the physical and mental health of users, in order to minimize resistance in playing digital games.
| Item Type: | Thesis (Masters) |
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| Uncontrolled Keywords: | Hambatan, Minat Bermain, PLS-SEM, Resistensi, Barriers, Gaming, Resistance |
| Subjects: | T Technology > T Technology (General) T Technology > T Technology (General) > T57.5 Data Processing T Technology > T Technology (General) > T59.7 Human-machine systems. |
| Divisions: | Interdisciplinary School of Management and Technology (SIMT) > 61101-Master of Technology Management (MMT) |
| Depositing User: | Chamdana Taqie Samboro |
| Date Deposited: | 31 Jul 2026 00:42 |
| Last Modified: | 31 Jul 2026 00:42 |
| URI: | http://repository.its.ac.id/id/eprint/142017 |
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