Tan, Tony
Universitas Internasional Batam

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Enhancing Transparency and Fairness in Digital Lucky Draws Using Smart Contracts Tan, Tony; Andrian, Andrian; Simanjuntak, Fredian
Explore: Jurnal Sistem Informasi dan Telematika (Telekomunikasi, Multimedia dan Informatika) Vol 16, No 2 (2025): Desember
Publisher : Universitas Bandar Lampung (UBL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36448/jsit.v16i2.4547

Abstract

Traditional lucky draw systems often face trust issues due to a lack of transparency and potential for manipulation. This study addresses these challenges by developing and evaluating a blockchain-based lucky draw prototype named "LuckyDraw." A mixed-method approach was employed, combining an applied research method with the Agile Scrum framework for system development, and a quantitative survey to evaluate user acceptance. The quantitative analysis, using the Partial Least Squares Structural Equation Modeling (PLS-SEM) technique on data from 100 respondents, confirmed the instrument's validity and reliability. The results showed that Perceived Usefulness (PU) was the strongest predictor of Behavioral Intention (BIU), followed by Trust (TRT). Furthermore, Perceived Ease of Use (PEOU) had a significant positive effect on PU. These findings indicate that a transparent, trustworthy, and easy-to-use system is highly accepted by users, offering a viable solution to the shortcomings of traditional systems.
Analisis Kesuksesan Video Game Simulasi Depresi dan Kekeluargaan Menggunakan Model D&M ISS Cen, Li; Forrensa, Febrianty; Tan, Tony
Progresif: Jurnal Ilmiah Komputer Vol 22, No 1 (2026): Januari
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/progresif.v22i1.3442

Abstract

Depression is a critical mental health problem that is often difficult to understand empathetically, creating a need for interactive media to communicate psychological experiences. This study analyzes the success of a simulation video game addressing depression and family themes using the DeLone and McLean Information System Success Model. A quantitative experimental method involved 124 participants aged 18–21 who played Ruang Hampa and completed questionnaires based on their gameplay experience. The variables examined included System Quality, Information Quality, Service Quality, Intention to Use, User Satisfaction, and Net Benefits, analyzed using multiple linear regression. The study reveals that Information Quality and Service Quality significantly influence Intention to Use, which subsequently increases Net Benefits. In contrast, System Quality and User Satisfaction do not have a significant direct effect. These findings indicate that narrative and informational elements exert a greater impact than technical system aspects in achieving the success of psychologically themed educational games.Keywords: Video Game; Depression Simulation; Family; DeLone & McLean Model; Mental Health AbstrakDepresi merupakan isu kesehatan mental yang serius dan masih sulit dipahami secara empatik oleh masyarakat, sehingga diperlukan media interaktif untuk menyampaikan pengalaman psikologis. Penelitian ini bertujuan untuk menganalisis kesuksesan video game simulasi bertema depresi dan kekeluargaan menggunakan model DeLone & McLean. Metode eksperimen kuantitatif melibatkan 124 responden berusia 18–21 tahun yang memainkan video game Ruang Hampa dan mengisi kuesioner sesuai pengalaman bermain. Variabel yang dianalisis mencakup Kualitas Sistem, Kualitas Informasi, Kualitas Layanan, Niat Penggunaan, Kepuasan Pengguna, dan Manfaat Bersih, dengan analisis regresi linier berganda. Penelitian ini menemukan bahwa Kualitas Informasi dan Kualitas Layanan berpengaruh positif signifikan terhadap Niat Penggunaan yang kemudian meningkatkan Manfaat Bersih. Sebaliknya, Kualitas Sistem tidak menunjukkan pengaruh signifikan, dan Kepuasan Pengguna tidak berpengaruh langsung terhadap Manfaat Bersih. Simpulan penelitian ini menunjukkan bahwa aspek naratif dan informasional lebih menentukan keberhasilan game edukatif bertema psikologis dibandingkan aspek teknis sistem.Kata kunci: Video Game; Simulasi Depresi; Kekeluargaan; Model DeLone & McLean; Kesehatan Mental