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dc.contributor.advisorArdiansyah, Firman
dc.contributor.authorAbimanyu, Adrian Muhammad
dc.date.accessioned2026-08-07T00:43:23Z
dc.date.available2026-08-07T00:43:23Z
dc.date.issued2026
dc.identifier.urihttp://repository.ipb.ac.id/handle/123456789/177491
dc.description.abstractAplikasi live streaming telah menjadi salah satu aktivitas di kalangan remaja sebagai sarana hiburan dan interaksi sosial dengan dampak pengalaman penggunanya yang perlu diukur secara objektif. Penelitian ini bertujuan mengevaluasi perbandingan pengalaman pengguna siswa-siswi SMAN 7 Tangerang Selatan dalam menggunakan Youtube Live, Twitch Stream, dan TikTok Live. Metode yang digunakan adalah User Experience Questionnaire Short (UEQ Short) dengan pendekatan kuantitatif yang disebarkan ke-93 siswa-siswi kelas 11 melalui teknik purposive sampling. Hasil penelitian menunjukkan TikTok Live memperoleh nilai pengalaman pengguna tertinggi berdasarkan pengalaman siswa siswi kelas 11. Youtube Live mendapatkan nilai pengalaman pengguna di bawah TikTok Live. Twitch Stream mendapatkan nilai pengalaman pengguna yang terendah karena rendahnya yang menggunakan aplikasi tersebut. Konten gaming merupakan kunci daya tarik yang mendominasi pengalaman pengguna siswa-siswi di seluruh aplikasi. Kesimpulan penelitian ini menunjukkan bahwa efisiensi antarmuka dan variasi konten memengaruhi preferensi remaja dalam menggunakan aplikasi live streaming.
dc.description.abstractLive streaming applications have become one of the activities among teenagers as a means of entertainment and social interaction, with the impact of user experience that needs to be measured objectively. This study aims to evaluate the comparison of user experiences of students at SMAN 7 Tangerang Selatan in using YouTube Live, Twitch Stream, and TikTok Live. The method used was the User Experience Questionnaire Short (UEQ-Short) with a quantitative approach, which was distributed to 93 11th grade students through purposive sampling. The results showed that TikTok Live received the highest user experience score based on the experiences of 11th grade students. YouTube Live received a lower user experience score than TikTok Live. Twitch Stream received the lowest user experience score due to the low number of users of the application. Gaming content is the key attraction that dominates the user experience of students across all applications. The conclusion of this study indicates that interface efficiency and content variety influence teenagers' preferences in using live streaming applications.
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dc.language.isoid
dc.publisherIPB Universityid
dc.titleAnalisis Pengalaman Pengguna Aplikasi Streaming melalui User Experience Questionnaire di SMAN 7 Tangerang Selatanid
dc.title.alternativeUser Experience Analysis of Streaming Application through User Experience Questionnaire in SMAN 7 South Tangerang
dc.typeSkripsi
dc.subject.keywordlive streamingid
dc.subject.keywordpengalaman penggunaid
dc.subject.keywordSMAN 7 Tangerang Selatanid
dc.subject.keywordUEQ-Shortid
dc.subtypeUndergraduate Theses


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