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Doloksaribu, Tristan Theodorus
"Peningkatan tren belanja masyarakat membuat sektor ritel di Indonesia telah berkembang pesat. Ditambah dengan runtuhnya batasan antara lingkungan virtual dan kehidupan nyata berdampak pada masa depan ritel yang diperkirakan akan didominasi oleh ritel omni-channel. Penelitian ini bertujuan untuk menyelidiki peran mediasi perceived anjoyment dan attitude consistency untuk mengungkap bagaimana faktor lingkungan omni-channel dari interaction fluency, convenience, price advantage dan personalization berkontribusi terhadap omni-channel shopping intention berdasarkan kerangka S-O-R. Survei dilakukan terhadap konsumen yang pernah berbelanja di toko online dan offline Uniqlo melalui kuesioner online, dan 170 data dikumpulkan untuk dianalisis menggunakan PLSSEM. Hasil penelitian menunjukkan bahwa interaction fluency dan personalization secara positif mempengaruhi perceived enjoyment dan attitude consistency dan attitude consistency memediasi pengaruh interaction fluency terhadap omnichannel shopping intention. Temuan dari penelitian ini adalah bahwa faktor interactiojn fluency dan personalization dalam ritel omni-channel memerlukan keadaan afektif konsumen sesaat dan berkelanjutan untuk memfasilitasi omnichanel shopping intention.

Increasing public shopping trends have meant that the retail sector in Indonesia has developed rapidly. This coupled with the collapse of boundaries between virtual and real-life environments has an impact on the future of retail which is expected to be dominated by omni-channel retail. This research aims to investigate the mediating role of perceived enjoyment and attitude consistency to reveal how omnichannel environmental factors such as interaction fluency, convenience, price advantage and personalization contribute to omni-channel shopping intention based on the S-O-R framework. Surveys were conducted on consumers who had shopped at Uniqlo online and offline stores via online questionnaires, and 170 data were collected for analysis using PLS-SEM. The research results show that interaction fluency and personalization positively influence perceived enjoyment and attitude consistency and attitude consistency mediates the influence of interaction fluency on omni-channel shopping intention. The findings of this research are that interaction fluency and personalization factors in omni-channel retail require momentary and sustained consumer affective states to facilitate omni-channel shopping intention."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2024
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UI - Skripsi Membership  Universitas Indonesia Library
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Gultom, Richard Boloni
"Mobile commerce atau biasa disebut m-commerce merupakan cabang dari ecommerce yang memungkinkan konsumen untuk melakukan kegiatan e-commerce dengan lebih fleksibel, dimanapun dan kapanpun, didukung dengan perkembangan teknologi terkini seperti smartphone, tablet, dan mobile gadget lainnya. Berbagai jenis online shop yang ada di Indonesia memanfaatkan kesempatan ini untuk membuat aplikasi dan mobile version dari online shop mereka. Penelitian ini dilakukan untuk menganalisis pengaruh dimensi Technology Acceptance Model (TAM) oleh Davis (1989) yang terdiri dari perceived usefulness, perceived enjoyment, dan perceived ease of use terhadap satisfaction serta intention to use (purchase intentions) konsumen terhadap aplikasi mobile purchasing dengan menggunakan studi kasus Lazada yang merupakan jenis e-commerce B2C. Responden dari penelitian ini adalah orang-orang yang sudah pernah menggunakan situs Lazada Indonesia dalam kurun waktu satu tahun terakhir. Metode pengolahan data yang digunakan adalah Structural Equation Modelling (SEM). Hasil dari penelitian menunjukkan bahwa perceived usefulness, dan perceived enjoyment memiliki pengaruh positif langsung terhadap intention to use. Sedangkan perceived ease of use berpengaruh positif terhadap intention to use secara tidak langsung dengan mediasi satisfaction, perceived usefulness, dan perceived enjoyment. Selain itu, perceived usefulness, dan perceived enjoyment memiliki pengaruh positif langsung terhadap saticfaction.

Mobile commerce or m-commerce is commonly called is a branch of e-commerce that allows consumers to conduct e-commerce with more flexible, wherever and whenever, supported by the latest technological developments such as smartphones, tablets, and other mobile gadgets. Different types of online shop in Indonesia take advantage of this opportunity to make an application and a mobile version of their online shop. This study was conducted to analyze the effect of the dimensions of the Technology Acceptance Model (TAM) by Davis (1989), which consists of perceived usefulness, perceived enjoyment and perceived ease of use to the satisfaction and the intention to use (purchase intentions) of consumers to mobile app purchasing by using study Lazada case which is a type of e-commerce B2C. The respondents of this research are people who have been using the site Lazada Indonesia within the past year. Data processing method used is Structural Equation Modelling (SEM). Results from the study showed that perceived usefulness and perceived enjoyment has a direct positive influence on the intention to use. While the perceived ease of use positively affects intention to use indirectly by mediation satisfaction, perceived usefulness and perceived enjoyment. In addition, perceived usefulness and perceived enjoyment has a direct positive influence on saticfaction."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2016
S65642
UI - Skripsi Membership  Universitas Indonesia Library
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Abi Satrio Pramono
"Pandemi COVID-19 menyebabkan pembatasan berkegiatan salah satunya berdampak pada sektor retail, yang dipercaya meningkatkan pertumbuhan layanan Online Grocery Shopping (OGS). Penelitian ini bertujuan untuk menganalisis secara empiris pengaruh apa yang berkontribusi paling besar diantara rasa takut terhadap COVID-19, subjective norms, dan rasa senang terhadap intensi konsumen untuk menggunakan OGS di Indonesia, dengan menggunakan Technology Acceptance Model sebagai kerangka utama. Hingga saat ini masih belum jelas variabel apakah yang paling berkontribusi terhadap pertumbuhan OGS di masa pandemi COVID-19 di Indonesia, sedangkan penelitian sebelumnya telah menunjukkan bahwa baik rasa senang dan subjective norms memiliki pengaruh yang positif dan signifikan terhadap intensi seseorang untuk menggunakan OGS. Penelitian ini akan memperkaya penelitian terkait dengan OGS dengan memasukkan variabel rasa takut terhadap COVID-19. Rasa takut terhadap COVID-19 telah diketahui memiliki pengaruh terhadap penerimaan teknologi Google Meet dan telemedicine namun belum pada layanan OGS. 297 respon yang valid didapatkan dengan menggunakan kuesioner daring yang instrumennya didapatkan dari literatur TAM sebelumnya. Model pengukuran dan struktural dievaluasi dengan menggunakan metode PLS-SEM dengan software smartPLS. Hasil menunjukkan seluruh hipotesis pada variabel TAM diterima pada konteks OGS di Indonesia. Perceived usefulness dan subjective norms juga memiliki hubungan yang positif dan signifikan terhadap intensi menggunakan OGS, namun tidak pada variabel rasa takut terhadap COVID-19. Hal ini dapat dikarenakan sudah rendahnya kasus COVID-19 dan tingginya vaksinasi saat ini. Hasil ini dirangkum dan implikasi manajerial untuk penyedia layanan OGS diberikan yang mana rasa senang perlu diperkiat untuk aplikasi OGS.

This paper aims to empirically analyze which factors contribute the most between fear of COVID-19, subjective norms, and enjoyment towards consumers’ behavioral intention to use online grocery shopping (OGS) in Indonesia, using the Technology Acceptance Model as the framework. COVID-19 pandemic causes restrictions on several activities impacting retail sector, which is believed to increase the growth of OGS services. It is unclear which factors contribute the most towards the growth, while past research showed that both enjoyment and subjective norms have significant and positive towards the behavioral intention to use OGS. This research will enrich the study of OGS by introducing the fear of COVID-19 variable. Fear of COVID-19 was known to have influence towards GoogleMeet and telemedicine acceptance but none on OGS services. 297 valid responses were collected using online questionnaire with instruments based on existing TAM literature. Structural and measurement models are evaluated using the PLS-SEM method with smartPLS software. The findings show that all the hypotheses related to TAM variables were accepted. Perceived usefulness and subjective norms also have a significant positive relationship towards the behavioral intention, whereas perceived fear of COVID-19 did not. This might be due to the already low number of COVID-19 cases and high vaccination rates. These findings are summarized, and managerial implications for online OGS providers are discussed in which enjoyment need to be enhance for OGS applications"
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2022
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UI - Tesis Membership  Universitas Indonesia Library
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Edria Pavitaruni
"Non-Fungible Tokens (NFT) adalah salah satu bentuk token digital yang menunjukkan kepelimilikan dari sebuah aset digital. Oleh karena itu, penelitian ini bertujuan untuk melihat faktor yang mempengaruhi intensi membeli dari Non-Fungible Tokens (NFT). Dalam hal ini, sikap terhadap skema NFT dilihat sebagai mediator yang mempengaruhi hubungan persepsi resiko (perceived risk) dan persepsi kesenangan (perceived enjoyment) terhadap intensi membeli Non-Fungible Tokens (NFT). Penelitian ini merupakan penelitian korelasional dengan data penelitian yang diperoleh melalui survei secara daring kepada seseorang yang mengikuti perkembangan NFT selama kurang lebih 3 bulan. Perekrutan partisipan dilakukan dengan teknik accidental sampling dengan partisipan yang didapatkan sebanyak 191 partisipan. Analisis mediasi dilakukan dengan menggunakan model 4 dari Hayess’s PROCESS model pada IBM SPSS PROCESS versi 4. Berdasarkan Hasil analisis mediasi menunjukkan bahwa sikap tidak memediasi hubungan antara persepsi kesenangan dan intensi membeli terhadap Non-Fungible Tokens (NFT). Hal ini ditunjukkan dengan tidak ditemukannya efek langsung maupun efek tidak langsung antara persepsi kesenangan dan intensi membeli pada Non-Fungible Tokens (NFT). Lalu, ditemukan pula bahwa sikap tidak memediasi hubungan antara persepsi risiko dan intensi membeli Non-Fungible Tokens (NFT), namun terdapat efek langsung antara persepsi risiko dan intensi membeli pada Non-Fungible Tokens (NFT).Dengan dengan demikian persepsi terhadap resiko perlu menjadi perhatian terhadap perilaku membeli NFT.

Non-Fungible Tokens (NFT) is a form of digital token that shows ownership of a digital asset. Therefore, this study aims to look at the factors that influence the intention to buy Non-Fungible Tokens (NFT). In this case, attitudes towards the NFT scheme are seen as a mediator influencing the relationship between perceived risk and perceived enjoyment of the intention to buy Non-Fungible Tokens (NFT). This research is a correlational study with research data obtained through an online survey of someone who has followed the development of NFT for approximately 3 months. Participant was recruited using accidental sampling technique with total of 191 participants. Mediation analysis was carried out using model 4 from Hayess's PROCESS model on IBM SPSS PROCESS version 4. Based on the results of the mediation analysis, shows that attitude does not mediate the relationship between perceived enjoyment and purchase intention towards Non-Fungible Tokens (NFT). This is indicated by analysis result that shows no direct or indirect effects between perceived enjoyment and purchase intentions for Non-Fungible Tokens (NFT). Then, it was also found that attitude does not mediate the relationship between perceived risk and intention to buy Non-Fungible Tokens (NFT) but there was a direct effect between perceived risk and purchase intention for Non-Fungible Tokens (NFT). Therefore, perceived risk should be a concern to predicts NFT buying behavior."
Depok: Fakultas Psikologi Universitas Indonesia, 2022
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UI - Skripsi Membership  Universitas Indonesia Library
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Rahmadia Latifa Kushardiani
"Pertumbuhan internet yang diikuti dengan munculnya berbagai aplikasi sosial menciptakan tuntutan agar aplikasi-aplikasi sosial dapat lama bertahan di pasar, salah satunya melalui kelanjutan penggunaan para penggunanya. Penelitian ini bertujuan untuk mengetahui pengaruh dari perceived usefulness, perceived enjoyment, sense of belonging, dan social ties terhadap continuance usage intention pada aplikasi sosial TikTok melalui mediasi dari satisfaction dan habit. Data dikumpulkan melalui kuisioner dan dianalisis menggunakan Structural Equation Modeling (SEM) untuk memeriksa kecocokan keseluruhan model dan menguji hubungan antar konstruk. Sebanyak 406 pengguna TikTok selama minimal enam bulan di Indonesia berpartisipasi menjadi sampel penelitian. Hasil penelitian ini mengungkapkan bahwa kelanjutan penggunaan secara langsung dipengaruhi oleh perceived usefulness. Mediasi penuh melalui satisfaction dan habit terdapat pada hubungan antara perceived enjoyment dan continuance intention. Sementara itu, mediasi parsial oleh variabel satisfaction terdapat pada hubungan antara perceived usefulness dan continuance intention serta oleh variabel habit pada hubungan antara social ties dan continuance intention. Implikasi manajerial terkait dengan perceived usefulness, perceived enjoyment, sense of belonging, social ties, satisfaction, habit, dan continuance intention juga akan dibahas dalam penelitian ini

The growth of the internet followed by the emergence of various social apps creates a pressure so that social applications can last a long time in the market, one of which is through the use of their users. This study aims to determine the effect of perceived usefulness, perceived enjoyment, sense of belonging, and social ties on continuance intention of using TikTok social application through mediation of satisfaction and habit. Data collected through questionnaires and analyzed using Structural Equation Modeling (SEM) is done to check the overall fit of the model and test the relationship between constructs. A total of 406 TikTok users for at least six months in Indonesia participated as the research sample. The results of this study reveal that continuance usage intention is directly influenced by perceived usefulness. Full mediation through satisfaction and habit lies in the relationship between perceived enjoyment and continuance intention. Meanwhile, partial mediation by the satisfaction variable is found in the relationship between perceived usefulness and continuance intention and the habit variable on the relationship between social ties and continuance intention. Managerial implications related to perceived usefulness, perceived enjoyment, sense of belonging, social bonding, satisfaction, habit, and sustained intention will also be discussed in this study.
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Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2021
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UI - Skripsi Membership  Universitas Indonesia Library
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Rafiqa Aji Nur Malika
"Penerapan pemasaran digital saat ini semakin banyak dilakukan mengingat persaingan industri terutama bidang e-commerce semakin ketat. Sebagai salah satu e-commerce terbesar di Indonesia, Shopee telah mengadopsi sebuah penggunaan teknologi augmented reality virtual try on sebagai salah satu bentuk upaya pemasaran digitalnya untuk menciptakan pengalaman pengguna yang lebih menyenangkan. Penelitian ini dilakukan dengan tujuan untuk menganalisis pengaruh penggunaan fitur augmented reality virtual try on terhadap persepsi kesenangan dan kepuasan pengguna yang dirasakan secara online. Penelitian ini mengambil studi pada fitur virtual try on yang terdapat pada e-commerce Shopee Indonesia untuk produk kecantikan, yang disebut Shopee Beauty Cam, Penelitian ini menggunakan pendekatan kuantitatif melalui teknik survey terhadap jumlah 130 responden yang merupakan pengguna Shopee Beauty Cam. Analisis data pada penelitian ini diperoleh menggunakan PLS-SEM yang menunjukkan hasil bahwa dimensi dari variabel augmented reality yang terdiri dari dimensi perceived usefulness dan perceived ease of use berpengaruh positif terhadap online perceived enjoyment. Lalu, dimensi perceived usefulness dan perceived interactivity berpengaruh positif terhadap e-satisfaction. Serta online perceived enjoyment berpengaruh positif terhadap e-satisfaction.

The application of digital marketing is currently used in considering the high industry competition, especially in the e-commerce sector, which is getting tougher. As one of the largest e-commerce in Indonesia, Shopee has adopted an augmented reality virtual try-on technology as a form of digital marketing efforts to increase user experience. This research was conducted to analyze the effect of augmented reality virtual try-on on users’ online perceived enjoyment and e-satisfaction. This research takes a study on the virtual try on a feature found in Shopee Indonesia for beauty products called Shopee Beauty Cam. This research uses a quantitative approach through survey techniques with a total of 130 respondents who are Shopee Beauty Cam users. Data analysis in this study was obtained using PLS-SEM, which showed that the dimensions of the augmented reality variable, which consisted of perceived usefulness and perceived ease of use positively impact online perceived enjoyment. Then, the dimensions of perceived usefulness and perceived interactivity positively impact e-satisfaction, and online perceived enjoyment positively impacts e-satisfaction."
Depok: Fakultas Ilmu Administrasi Universitas Indonesia, 2023
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UI - Skripsi Membership  Universitas Indonesia Library
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Precellina
"eWOM telah menjadi sumber informasi tambahan yang penting bagi pelanggan dalam menentukan pembelian suatu produk atau layanan seperti hotel. Sayangnya, pandemi Covid-19 terjadi pada tahun 2020 dan informasi terkait penerapan protokol kesehatan hotel dirasa perlu untuk dijelaskan seperti pada online travel agent. Penelitian ini ingin mengetahui peran electronic word of mouth mengenai hotel butik dan protokol kesehatan yang diterapkan terhadap niat pemesanan hotel butik pada masa pandemi covid-19 dengan memperhatikan aspek usefulness dan enjoyment konsumen. Penelitian ini menggunakan sampel sebanyak 216 responden. Structural Equation Model (SEM) digunakan untuk menganalisis data dengan menggunakan PLS-SEM untuk melakukan pengujian measurement model dan pengujian hipotesis. Hasil penelitian ini menunjukkan bahwa terdapat pengaruh signifikan pada perceived usefulness dari ulasan hotel butik dan penerapan protokol kesehatan hotel dan perceived enjoyment dari ulasan yang berkualitas tinggi terhadap niat pemesanan hotel butik. Hal ini berarti mengindikasikan bahwa ulasan online dan penerapan protokol kesehatan dirasakan sebagai informasi yang bermanfaat dan menyenangkan untuk digunakan yang mendorong niat pemesanan hotel butik pelanggan. Pada masa pandemi ini juga didapatkan hasil bahwa pelanggan lebih mengutamakan pemenuhan nilai utilitarian yaitu pencarian informasi mengenai hotel secara keseluruhan yang dipersepsikan dari nilai kegunaan ulasan online hotel sebagai faktor eksternal manajemen hotel dan penerapan protokol kesehatan hotel sebagai faktor interal manajemen hotel sebelum menginap. Implikasi manajerial penelitian ini mendorong manajemen hotel butik memiliki strategi untuk menciptakan ulasan online hotel butik dengan kualitas yang tinggi agar meningkatkan niat pemesanan hotel butik.

eWOM has become an important source of additional information for customers in determining the purchase of a product or service such as a hotel. Unfortunately, Covid-19 pandemic occurred in 2020 and information regarding the application of hotel health protocols was deemed necessary to be described as in online travel agent. Therefore, this study aims to examine the role of electronic word of mouth of boutique hotels and information on the application of health protocols on the intention to book boutique hotels during the Covid-19 pandemic by paying attention to consumer perceived usefulness and enjoyment aspects. A total of 216 responses to a survey were collected. Structural Equation Model (SEM) was used to analyze data using PLS-SEM to test the measurement models and test the hypotheses. The results of this study indicate that there is a significant influence on perceived usefulness of boutique hotel reviews and the application of hotel health protocols and the perceived enjoyment of high quality reviews on boutique hotel booking intentions. This means that it indicates that online reviews and application of health protocols are perceived as useful and fun information to use that encourages customer boutique hotel booking intentions. During this pandemic, the results also showed that customers prioritized the fulfillment of utilitarian values, namely searching for information about the hotel as a whole as perceived usefulness of hotel online reviews as an external factor in hotel management and the application of hotel health protocols as an internal factor in hotel management before staying. The managerial implication of this research encourages boutique hotel management to have a strategy to create high quality online boutique hotel reviews in order to increase boutique hotel booking intentions."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2020
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UI - Tesis Membership  Universitas Indonesia Library
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Khafri Ramadhan
"Semakin pesatnya perkembangan mobile device di era digitalisasi ini membuat mobile application seperti mobile games ikut berkembang pula. Perkembangan ini mendorong pasar dari mobile games semakin kompetitif. Hal ini mengakibatkan hanya ada beberapa games saja yang dapat bertahan. Dengan melimpahnya mobile games yang ada pada platform pengunduhan mobile application seperti Google Play Store dan iOS Play Store, pengguna dari mobile games ini akan menghapus games yang diunduhnya apabila tidak memberikan pengalaman bermain yang menyenangkan pada percobaan pertamanya. Padahal, persepsi kesenangan ini sering dianggap sebagai faktor penting yang mempengaruhi niat pengguna untuk melanjutkan bermain mobile games tersebut.
Oleh karena itu, penelitian ini bertujuan untuk mengetahui faktor-faktor apa saja yang mempengaruhi persepsi kesenangan dan mengetahui apakah persepsi kesenangan ini mempengaruhi niat pengguna untuk melanjutkan bermain mobile games. Adapun model penelitian ini mengadopsi variabel laten seperti persepsi kemudahan pemakaian, interaktivitas, tantangan, variasi, orisinalitas, desain estetis, interaksi sosial dan identitas bersama untuk mengukur persepsi kesenangan dan efeknya terhadap niat pengguna untuk melanjutkan bermain mobile game. Model ini diuji dengan menggunakan metode Partial Least Square Structural Equation Modeling PLS-SEM dengan jumlah sampel 205 responden dan dianalisis hasilnya.
Hasilnya ditemukan bahwa persepsi kemudahan pemakaian, tantangan, orisinalitas, desain estetis dan interaksi sosial berpengaruh terhadap persepsi kesenangan dan niat pengguna untuk melanjutkan bermain mobile game didorong oleh persepsi kesenangan. Analisis siklus hidup adopsi teknologi dan matriks kesetiaan digunakan untuk mempertajam analisis penelitian ini yang bertujuan menghasilkan strategi yang dapat diterapkan oleh pengembang mobile games.

The rapid development of mobile devices in digitalization era makes mobile applications such as mobile games are growing. This development pushed mobile games market more competitively. This resulted only a few games can survive in market. With the abundance of mobile games on the mobile application download platform like the Google Play Store and iOS Play Store, users of these mobile games will remove the downloaded mobile games if they don rsquo t provide enjoyment of game experience on their first try. In fact, the perceived enjoyment is often considered as an important factor that affects the user 39 s intention to continue playing the games.
Therefore, this study aims to determine what factors affect the perceived enjoyment itself and find out whether this perceived enjoyment affects the user 39 s intention to continue playing mobile games. The research model adopts latent variables such as perception of ease of use, interactivity, challenge, variety, originality, aesthetic design, social interaction and shared identity to measure the perceived enjoyment and its effect on customer continuance intention for playing mobile games. This model was tested using Partial Least Square Structural Equation Modeling PLS SEM method with 205 respondents and be analyzed.
The results found that the perception of ease of use, challenge, originality, aesthetic design and social interaction affect the perceived enjoyment and customer continuance intention to plays mobile games driven by perceived enjoyment. The technology adoption lifecycle analysis and loyalty matrix are used to deepen the analysis of this study that aimed at generating strategies that can be applied by developers of mobile games.
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Depok: Fakultas Teknik Universitas Indonesia, 2018
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UI - Skripsi Membership  Universitas Indonesia Library
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Walijundi Akbar
"Berita online sebagai media yang saat ini umum digunakan individu untuk mendapatkan informasi memiliki berbagai fitur baru yang tidak ada pada berita cetak, salah satunya adalah kolom komentar. Fitur baru ini tidak selalu menguntungkan melainkan dapat pula merugikan berita yang membawanya. Penelitian ini bertujuan untuk melihat dinamika dari bentuk berita dan jenis komentar terhadap penilaian kualitas berita serta enjoyment individu dalam membaca berita online. Dilakukan eksperimen daring dengan rancangan 2 Komentar Sopan vs Tidak Sopan x 2 Komentar Berbobot vs Tidak Berbobot x 2 Format Teks vs Infografik dengan 252 partisipan berusia 18-34 tahun yang paling tidak membaca satu artikel berita online setiap harinya. ANOVA faktorial menunjukkan berita yang mengandung komentar tidak sopan dinilai berkualitas lebih rendah dan menghasilkan tingkat enjoyment yang rendah sedangkan tidak terdapat pengaruh dari bentuk berita terhadap keduanya. Walaupun begitu, bentuk berita menghasilkan penilaian berita yang lebih rendah apabila disertai komentar tidak sopan. Implikasi komentar tidak sopan pada berita terhadap brand media berita serta tingkah laku membaca berita audiens didiskusikan.

Unlike traditional print news, online news whether it appears in the form of text or infographics, enables readers to comment on a news article immediately. This feature facilitates audience participation. At the same time, previous research also showed that online news readers might use comments from other readers to evaluate the quality of the news article. This study examined the influence of news form,uncivil comment, and substance of the comments on perceived quality and enjoyment of online news. Online experiment with 252 participants Age 18 34, at least read online news every day was conducted using 2 civil vs. uncivil comment x 2 substantiated vs. unsubstantiated reasoning x 2 infographic vs. text news factorial design. The result suggested that uncivil comment negatively affected perceived quality and enjoyment in online news. News form and substance of the comment had no main effect on perceived news quality or news enjoyment. However, an interaction news form and civility was found infographic news was perceived more negatively when it received uncivil comments."
Depok: Fakultas Teknik Universitas Indonesia, 2008
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UI - Skripsi Membership  Universitas Indonesia Library
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Egi Widya Nur Iqbal
"[ABSTRAKbr
Youth shoppers merupakan kelompok umur yang terus berkembang sehingga menjadikan kelompok umur ini sebuah segmen yang sangat berarti di pasar. Ditambah lagi jumlah mall sebagai tempat berbelanja yang semakin hari kian bertambah di kota Jakarta, sering dijadikan tempat untuk bersosialisasi dan aktualisasi diri dari youth shoppers. Studi ini membagi youth shoppers menjadi segmen-segmen yang dibedakan atas karakteristik berdasarkan tinggi rendahnya tingkat self-esteem, extraversion, dan interpersonal communication. Sehingga terbentuk grup segmen unik yaitu, Social Butterfly, Confident Techies, dan Self-Contained Shoppers. Selanjutnya penelitian ini menguji perbedaan antara ketiga grup segmen tersebut atas shopping motives, preferensi store attribute yang mereka anggap penting, dan shopping enjoyment, sehingga pihak manajemen dapat memberikan treatment yang berbeda dalam hal kegiatan pemasarannya pada masing-masing grup segmen. Selanjutnya penelitian ini menemukan hasil bahwa terdapat beberapa dimensi yang paling mempengaruhi shopping enjoyment, dimensi tersebut ialah anticipated utilty (β=0,396), enhancement (β=0,170), dan price orientation (β=0,158) secara berturut-turut menjelaskan shopping enjoyment pada youth shoppers. Penelitian ini menggunakan analisis K-Means Cluster, One Way ANOVA, Pearson Correlations, dan regresi berganda dengan Stepwise Method.
;The number of malls which is increasingly growing in the city of Jakarta is often used as a place for socializing and self-actualization by youth shoppers. As an emerging age group, youth shoppers are also identified as a vital market segment. Firstly, this study divides youth shoppers into segments that are distinguished on the characteristics of high and low levels on self-esteem, extraversion, and interpersonal communication. Consequently, these characteristics form a distinct and unique segment group, which are Social Butterfly, Confident techies, and Self-Contained Shoppers. Secondly, this research examines the differences between the three groups segments on shopping motives, preferences of store attributes which youth shoppers consider important, and shopping enjoyment. As a result, the management can provide different treatment in terms of marketing activities in each segment group. Finally, this research conducts to find the most influencing dimension of shopping enjoyment. These dimensions are anticipated utilty (β = 0.396), enhancement (β = 0.170), and price orientation (β = 0.158) which respectively explain youth shoppers’ shopping enjoyment. The research uses K-Means Cluster Analysis, One Way ANOVA, Pearson Correlations, and Multiple Regression with Stepwise Method.
, The number of malls which is increasingly growing in the city of Jakarta is often used as a place for socializing and self-actualization by youth shoppers. As an emerging age group, youth shoppers are also identified as a vital market segment. Firstly, this study divides youth shoppers into segments that are distinguished on the characteristics of high and low levels on self-esteem, extraversion, and interpersonal communication. Consequently, these characteristics form a distinct and unique segment group, which are Social Butterfly, Confident techies, and Self-Contained Shoppers. Secondly, this research examines the differences between the three groups segments on shopping motives, preferences of store attributes which youth shoppers consider important, and shopping enjoyment. As a result, the management can provide different treatment in terms of marketing activities in each segment group. Finally, this research conducts to find the most influencing dimension of shopping enjoyment. These dimensions are anticipated utilty (β = 0.396), enhancement (β = 0.170), and price orientation (β = 0.158) which respectively explain youth shoppers’ shopping enjoyment. The research uses K-Means Cluster Analysis, One Way ANOVA, Pearson Correlations, and Multiple Regression with Stepwise Method.
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Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2015
S60103
UI - Skripsi Membership  Universitas Indonesia Library
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