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Hasil Pencarian

Ditemukan 14 dokumen yang sesuai dengan query
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Yudi Saputra
"This research aims to examine the variables that affect people’s intention to pay zakat, infaq, shodaqoh, and waqf (ZISWaf) through Islamic philanthropy organizations (IPOs) in Indonesia. This research uses the Stimulus-Organism-Response (S-O-R) framework and the Theory of Planned Behavior (TPB) as the model framework. This research is quantitative with primary data, obtained through online surveys by random sampling method, with 145 respondents participating in further analysis stages using SEM-PLS. From the analysis carried out, Islamic religiosity is found to be the variable that most influences ZISWaf intention. As an indirect effect, perceived credibility is significantly proven to mediate the relationship between transaction convenience and ZISWaf intention. On the other hand, empathy is not found to have a relationship with ZISWaf intention. Several arguments may explain why empathy is not proven to be influential variable in the context of ZISWaf. These findings can be used as an academic foundation for IPOs as ZISWaf fund managers, to develop the credibility issues as a strategic step in increasing intention to pay ZISWaf through IPOs. This study makes several recommendations, including the separation of donation types based on time periods. This research offers a comprehensive model, while still considering the proven theoretical framework. From an academic perspective, this research provides a fresh viewpoint to Islamic philanthropy from an empirical-based approach."
Depok: UIII Press, 2024
297 MUS 3:1 (2024)
Artikel Jurnal  Universitas Indonesia Library
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Bella Amanda Jati
"Penelitian ini bertujuan untuk mengetahui pengaruh perceived value terhadap impulse buying, baik secara kognitif maupun afektif, pada ritel omnichannel kecantikan di Indonesia dengan menggunakan teori S-O-R (Stimulus-Organism-Response). Penelitian ini dilakukan dengan menyebarkan kuesioner kepada 279 responden yang pernah melakukan pembelanjaan di Sociolla atau Sephora, secara online dan offline, sebagai representasi ritel omnichannel kecantikan di Indonesia. Dari total 9 hipotesis yang diuji, penelitian ini menemukan bahwa channel integration berpengaruh positif terhadap consumer empowerment, akan tetapi convenience tidak memiliki pengaruh signifikan. Consumer empowerment berpengaruh terhadap satisfaction, trust, dan perceived value. Selain itu, trust berpengaruh positif terhadap perceived value, tetapi satisfaction tidak menunjukkan pengaruh yang signifikan. Perceived value berpengaruh terhadap cognitive impulse buying dan affective impulse buying. Penelitian ini memberikan kontribusi teoritis tentang pengaruh perceived value dalam mendorong cognitive impulse buying dan affective impulse buying pada ritel omnichannel industri kecantikan di Indonesia. Penelitian ini juga memberikan kontribusi manajerial terkait strategi pemasaran ritel omnichannel kecantikan di Indonesia untuk mempertahankan kualitas perceived value dari produk-produk yang dijual oleh ritel omnichannel untuk mendorong cognitive impulse buying dan affective impulse buying pada ritel omnichannel kecantikan di Indonesia. Penelitian ini juga memberikan kontribusi secara etika dan sosial tentang pentingnya menjaga keamanan data dan privasi yang diberikan konsumen terhadap ritel omnichannel kecantikan, kesamaan informasi, kemudahan akses belanja, dan mencegah dampak negatif dari impulse buying.

This research aims to determine the influence of perceived value on impulse buying, both cognitively and affectively, in omnichannel beauty retail in Indonesia using the S-O-R (Stimulus-Organism-Response) theory. The study was conducted by distributing questionnaires to 279 respondents who had shopped at Sociolla or Sephora, both online and offline, representing omnichannel beauty retail in Indonesia. Out of the nine hypotheses tested, the study found that channel integration positively affects consumer empowerment, but convenience does not have a significant impact. Consumer empowerment influences satisfaction, trust, and perceived value. Additionally, trust positively impacts perceived value, but satisfaction does not show a significant effect. Perceived value affects cognitive impulse buying and affective impulse buying. This study provides theoretical contributions regarding the influence of perceived value in driving cognitive impulse buying and affective impulse buying in the omnichannel beauty retail industry in Indonesia. It also offers managerial contributions related to marketing strategies for omnichannel beauty retail in Indonesia to maintain the perceived value quality of products sold by omnichannel retailers to encourage cognitive impulse buying and affective impulse buying in the omnichannel beauty retail sector in Indonesia. The study also contributes ethically and socially by emphasizing the importance of maintaining data security and consumer privacy, ensuring information equality, ease of shopping access, and preventing the negative impacts of impulse buying."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2024
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UI - Tesis Membership  Universitas Indonesia Library
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Jihan Hafshah Aulia
"Industri festival musik di Indonesia berkembang pesat dan telah menjadi bagian dari gaya hidup masyarakat, sehingga penting bagi penyelenggara untuk memahami faktor yang mendorong pengunjung kembali datang. Dengan menggunakan pendekatan Stimulus-Organism-Response (SOR), penelitian ini bertujuan untuk menganalisis faktor-faktor yang mempengaruhi pengalaman flow serta niat berkunjung kembali, dengan inspiration sebagai moderator. Data dikumpulkan melalui penyebaran kuesioner dengan eknik pengambilan sampel purposive sampling kepada 200 responden yang pernah minimal pernah sekali menghadiri festival music The Sounds Project dalam tiga tahun terakhir pada 2022, 2023, atau 2024 dan saat ini berdomisili di Jabodetabek. Dengan menggunakan PLS-SEM, hasil penelitian menunjukkan bahwa lima stimulus yang terdiri dari berpengaruh positif dan signifikan terhadap terbentuknya flow experience. Flow experience terbukti memiliki pengaruh positif yang kuat terhadap intention to revisit. Selain itu, penelitian ini juga menemukan bahwa consumer inspiration, yang terdiri atas dua dimensi utama, yaitu Inspired to terbukti secara signifikan dan positif memperkuat hubungan antara flow experience dan intensi berkunjung kembali, terutama pada individu dengan tingkat motivasi inspirasi yang tinggi, sementara inspired by menunjukkan efek moderasi yang signifikan namun negatif dalam hubungan tersebut. Implikasi dari penelitian ini memberikan wawasan strategis bagi penyelenggara festival dalam merancang pengalaman festival yang lebih berkesan dan kohesif secara emosional serta sosial

The music festival industry in Indonesia has grown rapidly and has become part of the lifestyle of society, making it important for organizers to understand the factors that drive visitors to return. Using the Stimulus Organism Response (SOR) approach, this study aims to analyze the factors that influence flow experience and revisit intention, with inspiration as a moderating variable. Data were collected through a questionnaire distributed using purposive sampling to 200 respondents who had attended The Sounds Project music festival at least once in the past three years (2022, 2023, or 2024) and currently reside in the Greater Jakarta area (Jabodetabek). Using PLS SEM, the results show that the five stimulus factors have a positive and significant effect on flow experience. Flow experience is proven to have a strong positive influence on intention to revisit. In addition, this study also finds that consumer inspiration, which consists of two main dimensions, shows different moderating effects: inspired to significantly and positively strengthens the relationship between flow experience and revisit intention, especially among individuals with high motivational inspiration, while inspired by shows a significant but negative moderating effect in the same relationship. The implications of this research provide strategic insights for festival organizers in designing more memorable and emotionally and socially cohesive festival experiences."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2025
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UI - Skripsi Membership  Universitas Indonesia Library
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Senopati Adi Prakoso
"Penelitian ini bertujuan untuk menganalisis perilaku konsumen orang tua anak usia dini dalam mengembangkan business model produk edukasi budaya NusaEdufy, sebuah novel visual yang mengintegrasikan teknologi dan budaya lokal untuk meningkatkan kesadaran generasi muda terhadap keberagaman budaya Indonesia. NusaEdufy menyajikan cerita rakyat dengan nilai positif seperti gotong royong,yang dapat diterapkan anak-anak hingga dewasa melalui fitur interaktif yang membantu memilih antara tindakan baik dan kurang baik. Studi ini menggunakan pendekatan concurrent embedded design, dengan data kuantitatif dari kuesioner orang tua di DKI Jakarta sebagai target pasar utama, serta data kualitatif dari FGD tim internal NusaEdufy. Landasan teori meliputi perilaku konsumen sebagai stimulus (budaya, sosial, pribadi, psikologi), S-O-R model dengan intention to use sebagai organisme, dan business model berdasarkan kerangka Richardson sebagai respons. Hasilnya, faktor sosial menjadi stimulus utama intention to use, didukung aspek budaya, pribadi, dan psikologi. Responsnya, business model NusaEdufy dirancang dengan aplikasi mobile berisi cerita budaya lokal, didistribusikan via toko aplikasi, dipromosikan melalui media sosial, dan didukung model langganan terjangkau untuk monetisasi yang sesuai pasar. Temuan ini memberikan solusi praktis bagi NusaEdufy dan referensi bagi startup EdTech serupa.

This study aims to analyse the consumer behaviour of parents of young children in developing the business model of NusaEdufy, a cultural education product in the form of a visual novel that integrates technology and local culture to raise awareness of Indonesia’s cultural diversity among the younger generation. NusaEdufy presents folk stories with positive values, such as mutual cooperation (gotong royong), which children can apply to adulthood through interactive features that guide them in choosing between good and less favourable actions. The study employs a concurrent embedded design, using quantitative data from questionnaires distributed to parents in DKI Jakarta as the primary target market, complemented by qualitative data from Focus Group Discussions (FGDs) with the internal NusaEdufy team. The theoretical framework includes consumer behaviour as the stimulus (cultural, social, personal, psychological), the S-O-R model with intention to use as the organism, and the business model based on Richardson’s framework as the response. Findings indicate that social factors, particularly community recommendations, serve as the primary stimulus for intention to use, supported by cultural, personal, and psychological aspects. In response, NusaEdufy’s business model is designed with a mobile application featuring local cultural stories, distributed through app stores, promoted via social media, and supported by an affordable subscription model to ensure market-aligned monetisation. These findings provide practical solutions for NusaEdufy and serve as a reference for similar EdTech startups."
Depok: Program Pendidikan Vokasi Universitas Indonesia, 2025
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UI - Skripsi Membership  Universitas Indonesia Library
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Ivanka Griselda
"Niat pembelian konsumen dapat dipengaruhi oleh informasi yang berlebih selama belanja online. Oleh karena itu, pentingnya menginvestasikan setiap aspek identitas web dan layanan web dalam belanja online telah diakui, mulai dari aesthetic appeal, layout and functionality, serta financial security terhadap attitudinal loyalty dan behavioral loyalty yang dimediasi oleh perceived e-shopping value. Desain penelitian yang digunakan dalam penelitian ini adalah konklusif-deskriptif dengan tipe cross-sectional. Metode purposive sampling digunakan dalam penelitian ini dengan menganalisis 270 responden berjenis kelamin wanita berusia antara 17 sampai 35 tahun, berdomisili di wilayah JaBoDeTaBek dan pernah melakukan pembelanjaan produk kosmetik dan kecantikan melalui situs web Sociolla paling lama tiga bulan terakhir mulai dari Januari – Maret 2020. Metode pengumpulan data yang digunakan dalam penelitian ini adalah metode survei dengan membagikan kuesioner via online dan pengolahan data dilakukan dengan menggunakan teknik Partial Least Squares - Structural Equation Modelling (PLS-SEM). Hasil penelitian menunjukkan aesthetic appeal, layout and functionality, serta financial security memiliki pengaruh terhadap perceived e-shopping value, attitudinal loyalty dan behavioral loyalty.

Consumer purchase intentions can be influenced by excess information during online shopping. Therefore, the importance of investing every aspect of web identity and web services in online shopping has been recognized, ranging from aesthetic appeal, layout and functionality, as well as financial security to attitudinal loyalty and behavioral loyalty mediated by perceived e-shopping value. The research design used in this study was conclusive-descriptive with cross-sectional type. The purposive sampling method was used in this study by analyzing 270 female respondents aged between 17 to 35 years, residing in the JaBoDeTaBek area and having spent cosmetics and beauty products through the Sociolla website for the latest three months starting from January - March 2020. Method data collection used in this study is a survey method by distributing questionnaires via online and data processing is carried out using Partial Least Squares - Structural Equation Modeling (PLS-SEM) techniques. The results showed that aesthetic appeal, layout and functionality, and financial security have an influence on perceived e-shopping value, attitudinal loyalty and behavioral loyalty."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2020
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UI - Tugas Akhir  Universitas Indonesia Library
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Chiara Azura Hanifah
"Penelitian ini bertujuan untuk mengetahui faktor-faktor yang memengaruhi dorongan pembelian impulsif produk pakaian pada TikTok live stream shopping. Untuk memahami hal tersebut, penelitian mengadopsi kerangka Stimulus-Organism-Response yang menjelaskan bagaimana lingkungan eksternal dapat memengaruhi perilaku individu melalui keadaan afektif dan kognitif mereka. Pengumpulan data dilakukan kepada 277 responden di Indonesia yang pernah menonton penjualan produk pakaian pada TikTok live stream shopping. Data dianalisis menggunakan metode PLS-SEM dengan software SmartPLS 3.0. Hasil penelitian menunjukkan bahwa streamer attractiveness, trustworthiness, dan expertise memiliki pengaruh yang positif dan signifikan terhadap perceived enjoyment. Kemudian, product usefulness, purchase convenience, dan product price memiliki pengaruh yang positif dan signifikan terhadap perceived usefulness. Selanjutnya, perceived usefulness secara positif memengaruhi perceived enjoyment, dan kedua variabel organism tersebut memengaruhi dorongan pembelian impulsif produk pakaian pada TikTok live stream shopping.

This study is aimed to identify factors affecting the urge of clothing products impulsive buying on TikTok live stream shopping. To understand that behavior, this study adapted the Stimulus-Organism-Response (S-O-R) Framework that explains how external stimuli affects an individual's behavior through their affective and cognitive state. Data collection was conducted on 277 respondents in Indonesia who had watched clothing products sale on TikTok live stream shopping. Data was analyzed using the PLS-SEM method with SmartPLS 3.0 software. The result of this study shows that streamer attractiveness, trustworthiness, and expertise have a positive and significant effect on perceived enjoyment. Then, product usefulness, purchase convenience, and product price have a positive and significant effect on perceived usefulness. Furthermore, perceived usefulness positively affects perceived enjoyment, and those two organism have a significant and positive effect on the urge of clothing products impulsive buying on TikTok live stream shopping."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2023
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UI - Skripsi Membership  Universitas Indonesia Library
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Septiana Iswani
"Seiring dengan perkembangan digital saat ini, pelanggan beralih ke M-Banking sebagai cara yang nyaman untuk mengelola keuangan mereka. Hal ini mengarahkan pelanggan pada tren pengembangan penggunaan mobile banking (M-Banking) yang terkait dengan customer experience. Penelitian ini mengeksplorasi faktor-faktor pengalaman yang mempengaruhi penggunaan aplikasi M-Banking dan perbandingannya di antara generasi X, Y, dan Z. Kerangka kerja Stimulus - Respons - Organisme (S-O-R) diadopsi untuk merumuskan model konseptual. Sampel gen X, Y, dan Z sebanyak 219 responden diperoleh melalui survei online dan dianalisis menggunakan uji model persamaan struktural (SEM) oleh software SmartPLS. Hasil uji menunjukkan bahwa semua variabel Stimuli berperan penting dalam meningkatkan pengalaman pelanggan (Organism) dan selanjutnya mendorong respons loyalitas dan intensi penggunaan berkelanjutan. Terdapat pengaruh signifikan moderasi kelompok Gen Z pada hubungan variabel aplikasi atribut dan kenyamanan terhadap pengalaman pelanggan yang berperan signifikan mendorong loyalitas penggunaan M-Banking. Tidak terdapat pengaruh signifikan moderasi kelompok gen X dibandingkan dengan gen Y di dalam uji evaluasi M-Banking Experience. Studi ini berkontribusi mengevaluasi perbedaan kebutuhan nilai dari generasi X, Y, dan Z agar perbankan dapat memfokuskan strategi pemasaran untuk setiap generasi dalam konteks kondisi ekonomi dan sosial di negara berkembang.

As the world becomes increasingly digital, customers are turning to M-Banking as a convenient way to manage their finances, especially during the Covid-19 pandemic. This research explores the experiential factors affecting M-Banking’s experiences among Gen X, Y, and Z. The Stimulus-Organism-Response (S-O-R) framework was adopted to formulate a conceptual model. A sample of 219 respondents were obtained through an online survey and analysed using structural equation modelling (SEM) by Smart-PLS software. The finding reveal that all stimuli play a significant role in enhancing customer experience and which lead to loyalty and continue usage intention. Moreover, multigroup analysis found that the effect of application attribute and convenience on M-Banking experience are stronger for Gen Z compare to Gen X and Y which encourage to loyalty. There was no significant moderating effect by Gen X than Gen Y. This study can be beneficial for banking industry developing a better M-Banking’s strategies by considering customer experience and cohort need value based on the socio-economic context of developing countries."
Jakarta: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2023
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UI - Tesis Membership  Universitas Indonesia Library
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Karin Patricia
"Esports telah mengalami perkembangan pesat dalam hal jumlah penonton, terutama selama masa pandemi COVID-19. Tayangan pertandingan esports kini dapat dilihat melalui berbagai media mulai dari platform live streaming hingga televisi digital. Keterlibatan masyarakat dalam esports yang semakin meningkat dapat memicu masalah terkait perjudian atau esports betting. Penelitian ini bertujuan untuk mengetahui faktor-faktor yang mempengaruhi niat pemain game esports terhadap intensi untuk melakukan esports betting. Model penelitian ini disusun dengan menggunakan kerangka S-O-R dan diuji menggunakan PLS-SEM dengan bantuan perangkat lunak SMARTPLS 3.0. Data yang digunakan untuk pengujian berasal dari 234 responden valid yang dikumpulkan melalui survei secara online. Hasil pengujian menunjukan bahwa baik subjective norms maupun information publicity memiliki pengaruh signifikan terhadap knowledge dan excitement. Selanjutnya, knowledge dan excitement ditemukan memiliki pengaruh signifikan terhadap loot boxes purchases. Terakhir, knowledge dan loot boxes purchase diketahui memiliki pengaruh signifikan terhadap intention to esports betting.

Esports has experienced rapid growth in terms of audience size, especially during the COVID-19 pandemic. Broadcasts of esports matches can now be viewed through various media, from live streaming platforms to digital television. Increase of community involvement in esports can trigger gambling related problems or esports betting. This study aims to determine the factors that influence the intention of esports game players to the intensity to make esports bets. This research model was prepared using the S-O-R framework and tested using PLS-SEM with the help of SMARTPLS 3.0 software. The data used for testing came from 234 valid respondents who were collected through an online survey. The test results show that both subjective norms and information publicity have a significant effect on knowledge and excitement. Furthermore, knowledge and excitement were found to have a significant influence on loot box purchases. Lastly, loot box knowledge and purchases are known to have a significant influence on intentions to bet on esports."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2022
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UI - Skripsi Membership  Universitas Indonesia Library
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Adhitya Hernadian Praditanugroho
"Penelitian ini bertujuan untuk mengetahui peran emotion dan faktor pendorongnya di dalam konteks consumption experience konsumen saat menggunakan layanan aplikasi mobile commerce dari sisi experiential view. Dalam mengolah data penelitian ini, digunakan SEM-PLS dengan aplikasi WrapPLS 3.0. Pengambilan data primer dilakukan dengan menyebarkan kuesioner secara online kepada calon responden yang memiliki kriteria warga negara Indonesia dan pernah menggunakan layanan aplikasi mobile commerce minimal 1 kali dalam kurun waktu 6 bulan ke belakang dihitung dari penelitian ini dilakukan. Hasil dari penelitian ini adalah Emotion memiliki cukup bukti mempengaruhi Consumption Experience pengguna layanan mobile commerce di Indonesia, yang didorong oleh faktor seperti Convenience, Media Richness, dan Self-efficacy yang dirasakan oleh pengguna.

This study aims to determine the role of emotion and factor driving consumption in the context of the consumer experience when using services of mobile commerce applications of the experiential view . In the process the research data , used SEM - PLS with WrapPLS 3.0 applications . Primary data collection is done by spreading online questionnaires to potential respondents who have criteria for Indonesian citizens and using a mobile commerce application services of at least one time within 6 months back calculated from this research . Results from this study is enough evidence Emotion affect Consumption Experience mobile commerce service users in Indonesia , driven by factors such as Convenience , Media richness , and Self-efficacy perceived by the user."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2015
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UI - Tesis Membership  Universitas Indonesia Library
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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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