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FAKTOR-FAKTOR MEMENGARUHI NIAT BERMAIN GAME AR BERBASIS LOKASI DENGAN TEORI USES & GRATIFICATIONS (STUDI KASUS: POKEMON GO) Zainul Arham; Qurrotul Aini; Sergio Pratama Arifin
JURNAL PERANGKAT LUNAK Vol 7 No 2 (2025): Jurnal Perangkat Lunak
Publisher : Indragiri Islamic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/jupel.v7i2.4167

Abstract

Seiring dengan maraknya penggunaan smartphone, ranah video game berkembang pesat menjadi mobile game. Salah satu contoh fenomenal adalah Pokémon GO, yang pada tahun 2019 menghasilkan keuntungan yang sangat besar, yaitu sekitar $894 juta, berkat fitur terbarunya, yaitu PVP (Player Versus Player). Fitur ini menarik pemain baru dan lama, terutama di Indonesia, di mana pada tanggal 12 Januari 2020, Pokémon GO mengadakan turnamen pertama di Indonesia yang diikuti oleh 480 peserta. Penelitian ini bertujuan untuk menganalisis faktor-faktor yang memengaruhi intensi bermain game Pokémon GO, dengan fokus pada faktor pemuas (gratification) dan faktor penghambat (inhibitors). Penelitian ini mengadopsi metode Teori Uses & Gratification yang dikembangkan oleh Hamari et al. dengan penambahan variabel moderator yang diusulkan oleh Rauscnabel et al. Metode penelitian yang digunakan adalah kuantitatif dengan analisis data menggunakan tools SmartPLS 3.2.9. Hasil penelitian menunjukkan bahwa sebagian besar variabel bebas terkait gratifikasi berpengaruh positif terhadap sikap pemain dalam bermain game, sementara variabel bebas terkait inhibitors tidak menunjukkan pengaruh yang signifikan terhadap sikap tersebut. Penelitian ini diharapkan dapat memberikan wawasan mengenai faktor-faktor yang memengaruhi intensi bermain Pokémon GO dan menjadi acuan untuk penelitian selanjutnya.
Forecasting the Inventory of Milled Dry Grain Using the Lot Sizing Method at Markom Rice Mill Afferdhy Ariffien; Seno Lamsir; Rasna Rasna; Qurrotul Aini; Moh. Rahmat Irjii Matdoan
International Journal of Engineering, Science and Information Technology Vol 5, No 2 (2025)
Publisher : Malikussaleh University, Aceh, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52088/ijesty.v5i2.817

Abstract

Today's industrial activities are increasing with sophisticated technology, all applied to satisfy consumers in various services. One of the important parts of an industry is the inventory of goods. This is related to the continuity of the resulting production. In meeting the needs of consumers, a plan is needed in production so that there is no shortage of raw materials and the production process does not stop. Grain is an agricultural commodity whose demand and production levels occasionally increase. We can see that until now, our country, Indonesia, still imports rice from other countries, where rice is the main production product produced from grain. The problem can be solved with the Lot sizing method used in this study, which is used to determine the size of the order quantity. In the rice mill itself, grain storage has a limited capacity, so it cannot be directly stored with a large capacity when the price of grain is down. Applying this method as an application will make it easier to manage grain inventory at the rice mill and estimate inventory costs for the next 1 () year. The results of the lot sizing calculation (silver meal) show that for the next year, the smallest cost of procurement of dry milled grain (MDG) demand is obtained from the procurement of demand every month. In other words, procurement is more appropriate every month or period so that the costs incurred for grain inventory are smaller. The following data are the results of the silver meal lot sizing calculation: (1) 39015.4 kg, (2) 35871.2 kg, (3) 39536 kg, (4) 33894.8 kg, (5) 31402 kg, (6) 27982.5 kg, (7) 41461.9 kg, (8) 35336.7 kg, (9) 41305.6 kg, (10) 45717.5 kg, (11) 42007.9 kg, (12) 50828 kg. The cost incurred per order is Rp. 6,000,000