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Hasil Pencarian

Ditemukan 3 dokumen yang sesuai dengan query
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Agustina Kurniawati Hadi
Abstrak :
Pertumbuhan bisnis ritel semakin meningkat dengan bertambahnya jumlah peritel yang ada di Indonesia. Kehadiran para peritel ini memunculkan produk private label di Indonesia. Private label merupakan salah satu strategi yang digunakan oleh peritel agar dapat bersaing. Skripsi ini membahas mengenai persepsi nilai konsumen terhadap perilaku pembelian private label. Penelitian ini adalah penelitian kuantitatif yang menggunakan metode uji reliabilitas, analisis faktor, regresi berganda, dan uji chi square. Data yang dikumpulkan berasal dari survei terhadap pembeli private label Giant. Hasil penelitian menunjukkan keterlibatan, persepsi harga, pengenalan, dan persepsi risiko berpengaruh signifikan terhadap perilaku pembelian private label. Sementara itu, loyalitas merek dan persepsi kualitas tidak berpengaruh signifikan terhadap perilaku pembelian private label.
The growth of retail business has increased with the improvement of the number of retailers in Indonesia. These retailers emerge private label in Indonesia. Private label is one of the retailer?s strategy to compete in the business. This thesis examines about the influence of consumer?s perceived value toward buying behavior of private label. This research are quantitative and using reliability test, factor analysis, multiple regression, and chi square. The data were collected by survey of Giant?s private label consumer. The result shows that involvement, price perception, familiarity, and perceived risk have influenced buying behavior of private label. Meanwhile, brand loyalty and quality perception have not influenced buying behavior of private label.
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2009
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UI - Skripsi Open  Universitas Indonesia Library
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Zahid, Wahid
Abstrak :
The study aims to probe the effect of perceived price, perceived quality, brand awareness, and social influence on purchase intention of South East Asian (SEA) Young Adults towards global smartphone brands. This explanatory research uses quantitative empirical data collected from 200 SEA Young Adults studying in one of the public universities in Malaysia. Stratified random sampling is used while ensuring fair representation of SEA countries, viz., Singapore, Malaysia, Philippines, Thailand, Indonesia, Vietnam, and Cambodia. Correlation and regression analysis were carried out using SPSS 20.0. The study resulted in the finding that social influence has the highest level of linear relationship and so is the most influential factor among four. The findings provide guidelines to global smartphone brands for developing value proposition and better promotion mix for smartphones promotion.
[Place of publication not identified]: Management Research Center (MRC) Department of Management, Faculty of Economics, University of Indonesia and Philip Kotler Center, 2016
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Artikel Jurnal  Universitas Indonesia Library
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Shantira Ayusha Rizano
Abstrak :
Dalam beberapa tahun terakhir, terdapat bukti meningkatnya jumlah konsumen yang memilih untuk melakukan transaksi melalui platform ritel e-commerce. Seiring dengan meningkatnya tingkat penetrasi dan kemajuan e-commerce di Indonesia, para pemain e-commerce diharuskan untuk menyusun strategi terbaik mereka memenuhi kebutuhan konsumen yang terus berkembang. Gamifikasi adalah salah satu dari beberapa taktik yang memperoleh popularitas dalam e-commerce karena menawarkan lebih banyak fungsi sosial, pengalaman belanja yang dipersonalisasi, dan akses yang lebih mudah ke berbagai produk. Penerapan komponen bermain dan sosial mengurangi upaya kognitif konsumen, menunjukkan posisi atau keuntungan bagi pemain ritel untuk unggul. Penelitian ini bertujuan untuk menganalisis bagaimana Shopee sebagai e-commerceritel dapat secara optimal menyusun gamifikasinya dan beberapa motivasi intrinsik untuk memengaruhi kesenangan dan perilaku pembelian pengguna. Studi ini selanjutnya berkontribusi untuk mengisi kesenjangan penelitian dengan menambahkan indikator perilaku pembelian impulsif. Metode sampel purposive digunakan untuk berhasil mengumpulkan 204 responden, yang kemudian dianalisis menggunakan metode Partial Least Squares – Structural Equation Modeling (PLS-SEM). Temuan memvalidasi bahwa Gamification dan motivasi intrinsik ditemukan secara positif mempengaruhi dan memotivasi pelanggan untuk meningkatkan Shopping Engagement mereka. Socialness dan Shopping Enjoyment ditemukan secara positif mempengaruhi perilaku Impulsive Buying Behaviour. Shopping Engagement secara positif mempengaruhi niat untuk Intention to Buy Using a Mobile App. Selain itu, Previous Online Shopping Experience secara positif memengaruhi niat untuk Intention to Buy Using a Mobile App. Terakhir, Previous Online Shopping Experience secara negatif memoderasi hubungan antara Shopping Engagement dengan Intention to Buy Using a Mobile App ......We have noticed how e-commerce retailing has progressively gained acceptance in recent years, with a rising number of consumers opting to make transactions through this platform. In light of the emerging internet penetration rate and the advancement of e-commerce in Indonesia, the e-commerce players are being compelled to structure their best strategies for engaging tech-savvy consumers and satisfying their constantly evolving habits. Gamification is one of several tactics that is gaining popularity in e-commerce since it may offer more social functionalities, a personalised shopping experience, and easier access to different products. The implementation of gamified, playful, and social components diminishes the cognitive efforts of consumers, indicating this might be a favourable position or advantage for the retailers to excel. This study aims to analyse how Shopee as retail e-commerce can optimally structure its gamification and several intrinsic motivations to stimulate users’ enjoyment and purchasing behaviour. This study further contributes to filling the research gap by adding the indicator of impulsive buying behaviour. Purposive sampling methods were used to successfully compile 204 respondents, who were then analysed using the Partial Least Squares – Structural Equation Modelling method (PLS-SEM). The findings validated that gamification and intrinsic motivations are found to positively influence and motivate customers to increase their shopping engagement. Socialness and shopping enjoyment are found to positively influence individuals’ impulsive buying behaviour. Whereby, shopping engagement positively influences the intention to buy using a mobile app. Additionally, previous online shopping experience positively influences the intention to buy using a mobile app. Finally, previous online shopping experiences negatively moderate the relationship between shopping engagement on intention to buy using a mobile app.
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2022
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UI - Skripsi Membership  Universitas Indonesia Library