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Analysis Of The Influence Of The Work Environment, Career Development And Work Responsibility On Job Satisfaction In The Personnel Agency And Resource Development Humans In Binjai City Shintya; Emi Wakhyuni; Darmilisani
International Journal of Management, Economic and Accounting Vol. 3 No. 1 (2025): February 2025
Publisher : Yayasan Multidimensi Kreatif

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Abstract

The research analysis aims to find out whether the work environment, career development and job responsibility affect job satisfaction. The data analysis technique used is an associative research method with the help of the SPSS version 25 program. This study uses multiple linear regression analysis. The sample in this study was 39 respondents. Primary data collection uses questionnaires. The results of the study show that the tcount value is 3.440 > ttable is 2.03 with a significant value of 0.002 < 0.05, then the H3 hypothesis is accepted and H0 is rejected, meaning that responsibility has a positive and partially significant effect on the job satisfaction of employees of the Personnel and Human Resources Development Agency in Binjai City. The calculation value of 0.854 < table of 2.03 with a significant value of 0.399 > 0.05, then the H2 hypothesis was rejected and H0 was accepted, meaning that career development did not have a significant partial effect on job satisfaction. The calculation value is 2.581 > the table is 2.03 with a significant value of 0.014 < 0.05, then the H3 hypothesis is accepted and H0 is rejected, meaning that responsibility has a positive and partially significant effect on job satisfaction. The value of F is calculated as 53.520 which is greater than 2.87 and the significant value of 0.000 is less than 0.05 so it can be concluded that hypothesis 4 is accepted and hypothesis 0 is rejected, namely work environment, career development and responsibility have a significant effect simultaneously on job satisfaction.
Analisis Motif Generasi Z Bermain Game Online Roblox Shintya; Paramita, Sinta; Irena, Lydia
Prologia Vol. 10 No. 1 (2026): Prologia
Publisher : Fakultas Ilmu Komunikasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/pr.v10i1.37204

Abstract

The development of digital technology has led to the rise of various interactive entertainment platforms, including online games which continue to grow rapidly in Indonesia, such as Roblox. Roblox is an online game platform that containing multiple games and has become popular among young users, particularly Generation Z, due to its accessibility and diverse game options, serving as a medium for social interaction, brand engagement, and self-expression. This study aims to explore the motives of Generation Z in playing Roblox by using Alfred Schutz’s theory of motives, which categorize motives into because motive and in-order-to motive. Using a qualitative phenomenological study approach, data were collected through focus group discussion with six active Roblox players. The results show that because motives come from media exposure and trends, while in-order-to motives relate to social needs. This study is expected to provide valuable insight and serve as a reference for future research on online gaming motives. Perkembangan teknologi digital saat ini telah mendorong hadirnya berbagai platform hiburan yang interaktif, salah satunya adalah game online. Fenomena game online saat ini semakin berkembang pesat di Indonesia, salah satunya adalah game online Roblox. Roblox adalah salah satu platform game online yang berisikan beberapa permainan di dalamnya dan menjadi populer dikalangan pemain game online karena kemudahan dalam mengaksesnya serta beragam permainan yang tersedia. Roblox populer dikalangan pengguna muda, terutama Generasi Z dan menjadi medium untuk berinteraksi sosial, brand engagement, serta eskpresi diri. Penelitian ini bertujuan untuk mengetahui motif Generasi Z dalam bermain Roblox dengan menggunakan teori motif Alfred Schutz yang menggolongkan motif menjadi dua, yaitu motif sebab (because motive) dan motif tujuan (in-order-to motive). Penelitian ini menggunakan pendekatan kualitatif dengan metode fenomenologi. Data dikumpulkan melalui focus group discussion dengan enam informan yang aktif bermain Roblox. Hasil penelitian ini menunjukkan bahwa motif sebab pemain muncul melalui paparan media dan tren, sedangkan motif tujuan pemain berkaitan dengan pemenuhan kebutuhan sosial. Penelitian ini diharapkan dapat memberikan wawasan serta menjadi referensi bagi kajian motif bermain game online ke depannya.