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Hasil Pencarian

Ditemukan 164789 dokumen yang sesuai dengan query
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Andreas Riardi
"Sebagian besar toko ritel saat ini menggunakan musik sebagai background toko. Akan tetapi musik yang diputar tidak dimanfaatkan secara maksimal untuk mempengaruhi konsumen. Kurangnya referensi menyebabkan pemakaian musik background kurang efektif. Oleh karena itu, diperlukan penelitian yang lebih mendetail mengenai pengaruh musik. Penelitian ini menggunakan metode eyetracking untuk merekam gerakan mata. Responden diperlihatkan suatu gambar stimulus sama pada kondisi tanpa musik, musik tempo lambat, dan musik tempo cepat dengan menggunakan musik instrument. Hasilnya menunjukkan musik tempo secara signifikan mempengaruhi durasi fiksasi responden pada kategori Brand pada gambar stimulus sedangkan pada kategori Price tidak signifikan.

Most of retail stores currently use the music as background of store. But the music that was played was not fully utilized to influence consumers. The lack of reference leads to less effective use of background music. Therefore, more detailed research is needed regarding influence of music. This study used eyetracking method for recording eye movements. Respondents were shown a picture of the same visual stimulus in the three of condition, no music, slower tempo music, faster tempo music using a musical instrument. The result show that the music tempo significantly affect the fixation duration of the respondents in the brand category on the picture while price category was not significant."
Depok: Fakultas Teknik Universitas Indonesia, 2012
S42969
UI - Skripsi Open  Universitas Indonesia Library
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Veronica Nathasya
"Pada beberapa tahun kebelakang, salah satu merek minuman kekinian yang mengalami perkembangan pesat di Indonesia adalah Mixue, sebuah merek asal Cina yang menjual es krim dan minuman. Penelitian ini menganalisis bagaimana strategi bauran pemasaran (7P) yang Mixue terapkan untuk dapat berkembang cepat di Indonesia. Hasil penelitian menunjukan bahwa Mixue telah mengimplementasikan setiap elemen bauran pemasaran dengan cukup baik, namun Mixue tetap perlu memaksimalkan beberapa elemen. Temuan ini dapat menjadi wawasan yang berharga bagi pebisnis di industri makanan dan minuman, terutama mereka yang hendak memasuki pangsa pasar baru.

One of the contemporary beverage brands that has seen remarkable growth in Indonesia over the last few years is Mixue, a Chinese brand that sells ice cream and drinks. This study analyzes how Mixue implements the marketing mix strategy (7Ps) to grow quickly in Indonesia. The findings showed that Mixue had done a good job of implementing each component of the marketing mix, but Mixue still needs to maximize several elements. These findings may provide insights for businesses in the food and beverage industry, particularly those looking to expand into new market.
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Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2023
MK-pdf
UI - Makalah dan Kertas Kerja  Universitas Indonesia Library
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Lidwina Eva Vania
"Bentuk nyata sebuah produk adalah penting bagi konsumen. Karena melaluinya, konsumen dapat mempersepsikan kualitas yang ditawarkan. dalam konteks jasa, ketidakberwujudan produk mendorong pemasar untuk menggunakan simbol dan bentuk fisik lainnya guna menginformasikan kualitas jasa. Dengan menggunakan lingkungan fisik sebagai simbol kualitas, penelitian ini bertujuan untuk mengetahui pengaruh store atmosphere sebuah bioskop terhadap repurchase intention konsumen. Penelitian menggunakan metode non probabilita sampling dengan teknik purposive, dan melibatkan 110 responden yang merupakan bagian dari pengunjung bioskop Blitzmegaplex Bekasi Cyber Park. Hasil penelitian menunjukkan bahwa pengaruh yang terbentuk di antara store atmosphere dengan repurchase intention adalah sebesar 28,3%.

The tangibility of a products is important for consumers. Because through this, consumers may perceive the quality that have been offered. In services marketing context, the tangibility of product encourages marketers to use symbols and other physical forms, in order to inform the quality of services. This study aimed to determine the effect of a cinema’s store atmosphere on consumer’s repurchase intention, by using the physical environment as a symbol of quality. It used a nonprobability sampling method with purposive technique, and involved 110 respondents, which are part of Blitzmegaplex Bekasi Cyber Park cinema visitors. However, the results of this study indicate that, store atmosphere affect the consumer’s repurchase intention, with only 28,3% effects."
Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2013
S47796
UI - Skripsi Membership  Universitas Indonesia Library
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Peter, J. Paul
Jakarta: Erlangga, 1999
658.83 PET c
Buku Teks SO  Universitas Indonesia Library
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Reynolds, Fred D.
New York: McGraw-Hill, 1977
658.83 Rey c
Buku Teks  Universitas Indonesia Library
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Peter, J. Paul
Jakarta: Erlangga, 1999
658.83 Pet c
Buku Teks  Universitas Indonesia Library
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Reynolds, Fred D.
New York: McGraw-Hill, 1977
658.83 Rey c
Buku Teks  Universitas Indonesia Library
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Irawati
"Computer industry in Indonesia gains a significant growth, about 20 percent - 25 percent every year. In market 2 million units sold for 2007, a small amount compare to 220 million live. With market this big, there?ll be positive increase of technology industry about 14 percent in 2010. Risk factor affecting the Company is: global markets for personal computers, and related peripherals and service are highly competitive and subject to rapid technological change. If the company is unable to compete effectively in these markets, its financial condition and operating results could be materially adversely affected. This under score the problem on how experiential marketing effecting the word of mouth behavior of Macintosh consumer.
Research of experiential marketing based on Bern H. Schmitt book Experiential Marketing: how to get your customers to sense, feel, think, act, and relate to your company and brand, the Free Press, 1999. Experiential marketing as independent variable measure by five dimensional: sense, feel, think, act, and relate. The dependent variable is word of mouth have three dimensional that become one variable measurable: costumer satisfaction, opinion leadership, and contiguous product.
Research method use survey to observe sample (Millis id-Mac), that use non probability sampling method for 78 respondent. To measure this research use semantic differential scale 1 for negative pole and 7 for positive pole. To analyze survey result use SPSS 12, confirmatory factor analysis and multiple linier regression.
Respondent descriptive result show that MacBook have the bigger market that other type of Mac. As for result experiential marketing have two significant dimensional: think and act, both dimensional have high score for significant outcome.
This research conclusion, that experiential marketing have significant effect on word of mouth behavior for Macintosh consumer. Thou relate did not have such same result, it because the majority of market shares from creative professional has been place with personal user and education.
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Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2008
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UI - Skripsi Open  Universitas Indonesia Library
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Shania Salsabila
"Pemasaran hijau merupakan strategi pemasaran dengan pendekatan ramah lingkungan terhadap segala aspek kegiatan bisnis. Pertumbuhan eksponensial strategi pemasaran ini didasari oleh perubahan perilaku konsumsi masyarakat yang beralih untuk menonsumsi produk ramah lingkungan. Sejauh Mata Memandang merupakan bisnis fesyen lokal yang telah menerapkan konsep pemasaran ini sejak pertama berdiri. Proses produksi dan kegiatan bisnis mereka secara keseluruhan membawa agenda pelestarian lingkungan. Penelitian ini dilakukan untuk mengetahui apakah strategi green marketing dapat berpengaruh terhadap niat pembelian konsumen. Dengan menggunakan pendekatan kuantitatif, survei disebarkan kepada 153 responden yang mengetahui pemasaran hijau Sejauh Mata Memandang. Hasil penelitian menunjukkan bahwa penerapan pemasaran hijau oleh Sejauh Mata Memandang terbukti berpengaruh secara positif terhadap niat pembelian konsumen.

Green marketing is a marketing strategy with an environmentally friendly approach to all aspects of business activities. The exponential growth of this marketing strategy is based on shift on people’s consumption behaviour who choose to consume environmentally friendly products. Sejauh Mata Memandang is a local fashion business that has implemented this marketing concept since its establishment. Their production processes and business activities as a whole carry an environmental preservation agenda. This study was conducted to determine whether the green marketing strategy can affect consumer purchase intentions. Using a quantitative approach, the survey was distributed to 153 respondents who know green marketing by Sejauh Mata Memandang. The result of the study indicates that the application of green marketing by Sejauh Mata Memandang is proven to have a positive effect on consumers' purchase intentions."
Depok: Fakultas Ilmu Administrasi Universitas Indonesia, 2021
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UI - Skripsi Membership  Universitas Indonesia Library
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Nayla Faiza Ramadhani
"Studi ini bertujuan untuk menganalisis aktivasi pemasaran Aespa guna memahami bagaimana brand image bertema cyberpunk mereka selaras dengan prinsip-prinsip Integrated Marketing Communication (IMC). Melalui pendekatan analisis kualitatif terhadap materi promosi seperti logo, merchandise, kolaborasi merek, dan acara interaktif, penelitian ini mengidentifikasi strategi-strategi kunci yang mendukung identitas futuristik dan cyberpunk grup Aespa. Hasil penelitian menunjukkan bahwa konsistensi elemen branding tematik, baik melalui visual maupun pengalaman interaktif, berhasil memperkuat asosiasi konsumen terhadap estetika unik Aespa. Studi ini menyoroti pentingnya narasi merek yang kohesif di berbagai platform untuk membangun brand image yang kuat dan mudah dikenali. Implikasi praktis penelitian ini menunjukkan bahwa merek dapat meningkatkan keterlibatan dan loyalitas konsumen melalui penerapan konsistensi tematik dan eksplorasi tren budaya. Penelitian lebih lanjut disarankan untuk mengeksplorasi pengukuran kuantitatif persepsi konsumen dan membandingkan efektivitas strategi branding tematik di antara grup K-pop lainnya.

This study examines Aespa’s marketing activations to understand how their cyberpunk-themed brand image aligns with integrated marketing communication (IMC) principles. Utilizing a qualitative analysis of Aespa’s promotional materials, including logos, merchandise, brand collaborations, and interactive events, the research identifies key strategies that contribute to their futuristic and cyberpunk identity. Findings reveal that consistent thematic branding, through visual elements and interactive experiences, strengthens consumer association with the group’s unique aesthetic. The study highlights the effectiveness of maintaining a cohesive brand narrative across multiple platforms to build a strong, recognizable brand image. Practical implications suggest that brands can enhance engagement and loyalty by adopting thematic consistency and leveraging cultural trends. Future research could further explore quantitative measures of consumer perception and compare thematic branding strategies across different K-pop groups."
Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2024
MK-pdf
UI - Makalah dan Kertas Kerja  Universitas Indonesia Library
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