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PEMBUATAN GAME STRATEGY MATCHING THREE "CRAZY DONUTS" Henry Henry; Jeanny Pragantha; Rendi Kristyadi
Jurnal Ilmu Komputer dan Sistem Informasi Vol 6, No 2 (2018): JURNAL ILMU KOMPUTER DAN SISTEM INFORMASI
Publisher : Fakultas Teknologi Informasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (516.997 KB) | DOI: 10.24912/jiksi.v6i2.2636

Abstract

Game “Crazy Donuts” adalah game dengan genre puzzle berjenis match three dengan tampilan 2D pada komputer dengan sistem operasi Windows. Game ini dirancang dengan menggunakan game engine Unity dengan C# sebagai Bahasa pemrogramannya. Game ini memiliki tujuan untuk mengisi waktu luang dengan mengerjakan puzzle serta bermain bersama dengan pemain lainnya secara bersamaan untuk bertanding. Pengujian dilakukan dengan metode blackbox testing, alpha testing oleh dosen pembimbing, dan beta testing dengan melalui survei pada 30 responden. Hasil pengujian menunjukkan bahwa responden sudah banyak mengetahui tentang permainan match three, namun untuk permainan match three dengan multiplyer masih banyak yang tidak pernah memainkannya. Game “Crazy Donuts” memiliki tampilan dan gameplay yang menarik, namun masih memiliki kekurangan yaitu tingkat kesulitan dalam permainan.
The Influence of CSR, the Size of the Board of Commissioners and Leverage on Profitability of Manufacturing Companies Listed in BEI Thomas Sumarsan Goh; Henry Henry; Erika Erika
Budapest International Research and Critics Institute (BIRCI-Journal): Humanities and Social Sciences Vol 4, No 1 (2021): Budapest International Research and Critics Institute February
Publisher : Budapest International Research and Critics University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33258/birci.v4i1.1756

Abstract

This research aims to know the impact of CSR, number of commissioners committee and leverage on profitability at manufacturing companies at Indonesian Stock Exchange. This study is quantitative descriptive. The data collection is from taking manufacturing companies’ financial statements that are listed at Indonesian Stock Exchange, according to the number of samples, selecting from purposive sampling. Data analysis method is multiple regression method at 5% of significant. The result of the study is the coefficient determination is 20.6%, means that the impact of independent variables is 20.6%, and the remaining is affected by other variables. The result of the study shows that leverage has impact on ROA, partially, and CSR and number of commissioner have no impact on ROA; however, simultaneously, CSR, number of commisioners and leverage has impacted significantly on ROA
Tingkat Kepemilikan Manajerial dan Nilai Perusahaan: Bukti Empiris pada Perusahaan Publik di Indonesia Henry Henry; Hamin Hamin
Jurnal Riset Manajemen dan Bisnis Vol 1, No 2 (2006): Jurnal Riset Manjemen dan Bisnis
Publisher : Fakultas Bisnis UKDW

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21460/jrmb.2006.12.189

Abstract

Initial analyses using panel data for none intercept model show a positive and significant effect of low level of managerial ownership on firm value ond negative and significant effect of high level of managerial ownership on firm value. This conclusion is dffirent when unobserved firm heterogeneity controlled using firm fixed effects model. Thefixed effects analyses suggest that managerial ownership doesn't have significant effect on firm value. The 2SLS analyses show that both managerial ownership and firm value are jointly endogenous. Managerial ownership has positively impacts on firm value, on higher firm value, on the other hand, inspires larger managerial ownershipKeywords: Managerial Ownership, Firm Yalue, Tobin's Q
Tinggal Di Dalam Yesus : Eksposisi Yohanes 15:1-8 Henry Henry
STT Kingdom Vol 1 No 1 (2021): KINGDOM : Jurnal Teologi dan Pendidikan Agama Kristen
Publisher : STT KINGDOM BALI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (289.89 KB)

Abstract

Kajian ini berupaya untuk menjelaskan Yohanes 15: 1-8 dalam sebuah eksposisi agar definisi makna yang terkandung di dalamnya jelas, tepat, otentik dan rinci. Metode yang dilakukan menggunakan Metode literer atau tinjauan pustaka dengan pendekatan deskriptif dan analitis. Hasil peneilitian ini menemukan bahwa Perintah untuk tinggal di dalam Tuhan Yesus secara garis karena dua alasan. Pertama, alasan negatif. jika mereka tidak tinggal dalam Dia maka mereka tidak dapat berbuah, mereka tidak dapat berbuat apa-apa bahkan mereka akan menjadi seperti ranting yang kering, yang dibuang lalu akan dibakar. Kedua, Alasan positif. Bila mereka tinggal di dalam Yesus maka mereka akan berbuah banyak, doa-doa mereka akan dikabulkan oleh Tuhan, hidup mereka mempermuliakan Bapa dan pada akhirnya mereka diakui Yesus sebagai murid-muridNya yang sejati
Peningkatan Minat In-game Purchase Pada Remaja di Batam Selama Masa Pandemi Marvin Christian; Jonathan Jonathan; Henry Henry; Ricky Wijaya; Kevin Charles
Eqien - Jurnal Ekonomi dan Bisnis Vol 11 No 1 (2022): EQIEN- JURNAL EKONOMI DAN BISNIS
Publisher : Sekolah Tinggi Ilmu Ekonomi Dr Kh Ez Mutaqien

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (511.596 KB) | DOI: 10.34308/eqien.v11i1.648

Abstract

The growing number of video game industry has made video game developers to take advantage of the opportunities to develop video games that have interesting gameplay. One being to utilize in-game purchases to create a more engaging experience. Therefore, this study aims to examine the effect of immersion and telepresence on interest in in-game purchase among teenagers in Batam, and to find out the factors to be considered by video game development companies in leveraging their in-game purchase. This research is conducted quantitatively by distributing questionnaires to 200 respondents throughout Batam. The results were analyzed using linear regression method through SPSS. The results showed that immersion did not affect the increase in interest in-game purchase among teenagers in Batam. However, the results showed that telepresence has a significant effect on increasing the interest of teenagers in in-game purchase. It is implied that game development companies should consider telepresence as a factor that promotes in-game purchase in their video games.