ANALISIS GAME GENSHIN IMPACT MENGGUNAKAN TECHNOLOGY ACCEPTANCE MODEL (TAM)
Abstract
Industri game online mengalami pertumbuhan pesat dengan nilai pasar global mencapai lebih dari $187 miliar pada tahun 2024. Salah satu game yang menonjol adalah Genshin Impact, yang telah menarik lebih dari 60 juta pemain sejak perilisannya. Namun, terjadi penurunan jumlah pemain aktif di akhir 2024, yang menandakan pentingnya pemahaman terhadap faktor-faktor yang mempengaruhi niat pemain untuk terus bermain. Penelitian ini bertujuan untuk menganalisis pengaruh Perceived Usefulness dan Perceived Ease of Use (PEOU) terhadap Behavioral Intention (BI) pemain dalam memainkan Genshin Impact, menggunakan pendekatan Technology Acceptance Model (TAM). Penelitian dilakukan secara kuantitatif melalui survei terhadap 22 pemain aktif yang tergabung dalam komunitas Genshin Impact. Data dikumpulkan menggunakan kuesioner berbasis skala Likert dan dianalisis menggunakan korelasi Pearson, ANOVA, dan regresi linear. Hasil penelitian menunjukkan bahwa PU dan PEOU memiliki hubungan positif terhadap BI, dengan kontribusi yang signifikan dalam mempengaruhi niat pemain untuk terus memainkan game ini. Temuan ini memperkuat relevansi penerapan TAM dalam konteks game online serta memberikan wawasan bagi pengembang untuk meningkatkan keterlibatan pemain melalui pengalaman bermain yang bermanfaat dan mudah diakses.
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