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Hasil Pencarian

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I Made Eka Ariantana
"Penelitian ini bertujuan untuk mengetahui Faktor-faktor apa saja yang mendorongniat untuk membeli kembali di XYZ.com. Mengacu pada Business PerformanceReview kedua di tahun 2017, saat ini prioritas utama dari XYZ.com adalahbagaimana agar pelanggan melakukan transaksi secara berkelanjutan di XYZ.com.saat ini member yang pernah melakukan transaksi lebih dari satu kali hanya 34 dari seluruh jumlah transaksi. Selain itu lesunya industri ritel di indonesia membuatXYZ.com perlu mencari faktor-faktor yang memengaruhi pembelian kembali agarkonsumen tetap berbelanja di XYZ.com secara berkelanjutan. Data penelitian inidikumpulkan selama 4 minggu, analisis data dalam penelitian ini menggunakanpendekatan Structural Equation Model-PLS terhadap responden yang merupakanmember dari XYZ.com.
Hasil dari analisis penelitian ini, dapat diketahui faktorfaktoryang berpengaruh terhadap niat berbelanja kembali pada XYZ.com, yaitukualitas situs/website site quality, konfirmasi confirmation, kepuasan pengguna customer satisfaction , kepercayaan pengguna customer trust, penyesalan regret. Faktor kepuasan pengguna customer satisfaction, kepercayaan pengguna customer trust, dan penyesalan regret merupakan faktor yang memengaruhi niatmembeli kembali secara langsung. Kemudian, faktor yang tidak secara langsungmemengaruhi niat membeli kembali adalah kualitas situs/website site quality dankonfirmasi confirmation.

This research aims to determine factors that driving repuchase intention atXYZ.com. Referring to the second Business Performance Review in 2017, the toppriority of XYZ.com is how to keep customers to repurchase in XYZ.com. currentlyonly 34 members from the total number of transaction who have purchase morethan one time. In addition, the sluggishness of the retail industry in Indonesia makesXYZ.com need to find factors that affect repurchase in order to keep consumersshopping at XYZ.com. This research data collected for 4 weeks, data analysis inthis research applies Structural Equation Model-PLS approach to respondents whoare member from XYZ.com.
The results of this research analysis, factors that affectthe Repurchase Intention at XYZ.com are site quality, confirmation, customersatisfaction, customer trust, regret. Customer satisfaction , Customer trust, andregret are factors that affect the Repurchase intention directly. Then, site qualityand confirmation are factors that do not directly affect to Repurchase intention.
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Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2018
TA-Pdf
UI - Tugas Akhir  Universitas Indonesia Library
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Muhammad Albarrozi. MS
"Keberhasilan sebuah sistem MOOCs dinilai berdasarkan dari jumlah pengguna yang menggunakan sistem secara terus menerus. Beberapa penelitian sebelumnya mencoba menggunakan Task-Technology Fit dan tren Gamification sebagai faktor yang memengaruhi penggunaan aplikasi MOOCs. Namun, belum ada penelitian yang mengkombinasikan keduanya untuk memprediksi niat untuk terus menggunakan MOOCs. Sekolahpintar adalah sebuah platform e-learning yang termasuk dalam kategori MOOCs yang diluncurkan pada tahun 2015. Pada awal peluncurannya, sekolahpintar memiliki target untuk mendapatkan 2000 pengguna aktif dalam kurun waktu dua tahun. Berdasarkan data laporan pengguna aktif, jumlah pengguna belum mencapai target dan mengalami penurunan. Penyebabnya adalah rendahnya retensi dari pengguna. Oleh karena itu, tujuan penelitian ini adalah untuk mengetahui faktor apa saja yang dapat memengaruhi niat pengguna untuk terus menggunakan aplikasi Sekolahpintar menggunakan Expectation-Confirmation Model dengan penambahan variabel Task-Technology Fit (TTF) dan Gamification. Metode pengumpulan data yang dilakukan menggunakan kuesioner, 257 data yang didapatkan melalui kuesioner diolah menggunakan SEM-PLS.Hasil uji hipotesis memperlihatkan bahwa Task Characteristic dan Technology Characteristic melalui Task-Technology Fit berpengaruh terhadap Perceived Usefulness. Sistem Gamification seperti Point Rewarding dan Feedback Giving berpengaruh terhadap Satisfaction dan Perceived Enjoyment. Kemudian Perceived Usefulness, Satisfaction, dan Perceived Enjoyment secara bersamaan memengaruhi Continuance to Use.

The success of MOOCs platform can be measured by the number of users that use it continuously. Previous research has already identified that Task-Technology Fit and trend gamification as an antecedent of MOOCs platform. However, there is no evidence of how both can influence user retention together. Sekolahpintar is a MOOCs platform which was launched in 2015. Sekolahpintar targeted to have 2000 active user within two years. Based on the user report, the number of active users in sekolahpintar has not reached the target and is decreasing. The main cause is the low user retention. The purpose of this research is to examine the factors influencing continuance to use at Sekolahpintar by applying Expected-Confirmation Model integrating with Task-Technology Fit and Gamification. Data collection methods were conducted through questionnaires, 257 data obtained through questionnaires was analyzed using SEM-PLS. Hypothesis test result showing that Task Characteristic and Technology Characterisitc facilitates with Task-Technology Fit influence Perceived Usefulness. Gamification system such as Point Rewarding and Feedback Giving have a significant effect on Satisfaction and Perceived Enjoyment. This research also shows the significant effect of Perceived Usefulness, Satisfaction, and Perceived Enjoyment on Continuance to Use."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2018
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UI - Tugas Akhir  Universitas Indonesia Library
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Anatasya Dwijayanti Chang
"Digitalisasi pembayaran yang semakin meningkat menyebabkan sistem pembayaran cashless semakin banyak digunakan, salah satunya adalah PayLater. Peningkatan penggunaan PayLater juga disebabkan karena rendahnya penetrasi penggunaan kartu kredit di Indonesia. Penelitian ini bertujuan mengetahui dan melihat perbedaan faktor-faktor yang mempengaruhi niat keberlanjutan penggunaan pada Shopee PayLater, Gojek PayLater, dan Traveloka PayLater dengan menggunakan IS success model, expectation confirmation model (ECM), dan self-control theory. Pendekatan yang digunakan pada penelitian ini adalah mixed method dan kualitatif. Pengumpulan data kuantitatif dilakukan melalui survei online oleh 480 responden Shopee PayLater dan 198 responden Gojek PayLater dan diolah menggunakan metode partial least squares SEM (PLS-SEM) dan independent t-test. Pengumpulan data kualitatif dilakukan melalui wawancara pada masing-masing lima narasumber Shopee PayLater, Gojek PayLater, dan Traveloka PayLater. Hasil dari penelitian ini menunjukkan bahwa niat keberlanjutan penggunaan Shopee PayLater dan Gojek PayLater dipengaruhi oleh satisfaction, individual performance, debt attitude, dan impulsive buying. Selain itu, hasil penelitian Traveloka PayLater menunjukkan bahwa niat keberlanjutan penggunaan Traveloka PayLater tergantung oleh kebutuhan, diskon, dan sistem PayLater.

The increasing digitization of payments has led to more use of cashless payment systems, one of which is PayLater. The increase in the use of PayLater was also due to the low penetration of credit card usage in Indonesia. This study aims to investigate and see the differences in the factors influencing the continuance intention of Shopee PayLater, Gojek PayLater, and Traveloka PayLater using the IS success model, the expectation confirmation model (ECM), and the self-control theory. The approach used in this research is mixed method and qualitative. Quantitative data was collected through an online survey by 480 respondents of Shopee PayLater and 198 respondents of Gojek PayLater and processed using the partial least squares SEM (PLS-SEM) and independent t-test. Qualitative data was collected through interviews with five interviewees of Shopee PayLater, Gojek PayLater, and Traveloka PayLater. The results of this study indicate that the continuance intention on Shopee PayLater and Gojek PayLater is influenced by satisfaction, individual performance, debt attitude, and impulsive buying. The results of this study also show that the continuance intention to use Traveloka PayLater depends on the urgency, discounts, and PayLater system."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2022
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UI - Skripsi Membership  Universitas Indonesia Library
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Selfira Salsabilla
"ABSTRACT
Currently airplane passengers in Indonesia have a wide selection of airplane ticket purchase applications (PTP Application). The existence of various PTP applications in Indonesia makes it easy for users to stop using the PTP application and move to another PTP application. This study aims to identify the factors that influence the customer's intention to continue the use of PTP Application. This study uses the expectation confirmation model (ECM) by adding a trust variable. 203 respondents participated in this study. The model was tested using SmartPLS 2.0. The results of the study show that satisfaction is an important variable that influences the customer's intention to continue using PTP applications. In addition, trust and perceived usefulness have a significant positive effect on the intention to continue using PTP applications. Confirmation and usefulness perceptions have a significant positive effect on satisfaction and trust. This study discusses results of research both in relation to the theoretical and practical context."
Jakarta: Fakultas Ekonomis dan Bisnis UIN Syarif Hidayatullah, 2019
650 ESENSI 9:1 (2019)
Artikel Jurnal  Universitas Indonesia Library
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Tari Trinatha
"Perkembangan teknologi telah mengeksplorasi berbagai sektor di kehidupan termasuk
sektor pembelanjaan, seperti e-commerce. Penetrasi internet dan peningkatan penggunaan
smartphone membuka potensi keberlangsungan dan perluasan ranah e-commerce
termasuk ragam media belanja yang semakin beragam, salah satunya live streaming. Live
streaming pada e-commerce atau dikenal pula sebagai aktivitas live shopping
menjembatani aktivitas pembelian tradisional secara tatap muka dengan pembelian online.
Shopee sebagai salah satu e-commerce terbesar di Indonesia memperkenalkan fitur live
streaming bernama Shopee Live pada 6 Juni 2019. Seiring tren kemunculan live
streaming pada e-commerce di Indonesia, penting untuk mempelajari perilaku konsumen
melalui media tersebut sebagai channel pembelian, salah satunya impulsive buying.
Penelitian ini menggunakan pemodelan expectation confirmation model (ECM) untuk
mengetahui bagaimana konfirmasi memengaruhi persepsi pengguna dan kemudian
memicu dorongan perilaku impulsive buying dengan menganalisis perceived value berupa
utilitarian (visualization dan interactivity), hedonic (entertainment dan best deal), dan
social value (self-esteem, status, dan homophily). Selain itu, penelitian ini juga
menganalisis pengaruh faktor customer situation (time availability dan money
availability). Hasil analisis membuktikan bahwa confirmation berpengaruh positif
terhadap perceived value dan satisfaction, perceived value berpengaruh positif terhadap
satisfaction dan impulsive buying, satisfaction berpengaruh positif terhadap impulsive
buying, serta time availability dan money availability berpengaruh positif terhadap
impulsive buying. Penelitian ini diharapkan dapat mengisi celah penelitian terdahulu serta
dapat memberikan manfaat terhadap industri live streaming commerce di Indonesia.

Technological developments have explored various sectors in life including the shopping
sector, such as e-commerce. Internet penetration and increased use of smartphones open
the potential for the continuation and expansion of the realm of e-commerce including an
increasingly diverse variety of shopping media, one of which is live streaming. Live
streaming in e-commerce or also known as live shopping activities bridges traditional
face-to-face purchasing activities with online purchases. Shopee, as one of the largest e
commerce companies in Indonesia, introduced a live streaming feature called Shopee
Live on June 6 2019. As the trend for the emergence of live streaming on e-commerce in
Indonesia, it is important to study consumer behavior through this media as a purchasing
channel, one of which is impulsive buying. . This study uses the expectation confirmation
model (ECM) to find out how confirmation influences user perception and then triggers
impulsive buying behavior by analyzing perceived value in the form of utilitarian
(visualization and interactivity), hedonic (entertainment and best deal), and social value
(self- esteem, status, and homophily). In addition, this study also analyzes the influence
of customer situation factors (time availability and money availability). The results of the
analysis prove that confirmation has a positive effect on perceived value and satisfaction,
perceived value has a positive effect on satisfaction and impulsive buying, satisfaction
has a positive effect on impulsive buying, and time availability and money availability
have a positive effect on impulsive buying. It is hoped that this research can fill in the
gaps of previous research and can provide benefits to the live streaming commerce
industry in Indonesia."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2023
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UI - Skripsi Membership  Universitas Indonesia Library
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Nabila Rizkiandini
"Digitalisasi pembayaran yang semakin meningkat menyebabkan sistem pembayaran cashless semakin banyak digunakan, salah satunya adalah PayLater. Peningkatan penggunaan PayLater juga disebabkan karena rendahnya penetrasi penggunaan kartu kredit di Indonesia. Penelitian ini bertujuan mengetahui dan melihat perbedaan faktor-faktor yang mempengaruhi niat keberlanjutan penggunaan pada Shopee PayLater, Gojek PayLater, dan Traveloka PayLater. Penelitian ini menggabungkan IS success model, expectation confirmation model (ECM), dan self-control theory. Pendekatan yang digunakan pada penelitian ini adalah mixed method dan kualitatif. Pengumpulan data kuantitatif dilakukan melalui survei online oleh 480 responden Shopee PayLater dan 198 responden Gojek PayLater dan diolah menggunakan metode partial least squares SEM (PLS-SEM) dan independent t-test. Sementara itu, pengumpulan data kualitatif melalui wawancara dilakukan pada masing-masing lima narasumber Shopee PayLater, Gojek PayLater, dan Traveloka PayLater. Hasil dari penelitian ini menunjukkan bahwa niat keberlanjutan penggunaan Shopee PayLater dan Gojek PayLater dipengaruhi oleh satisfaction, individual performance, debt attitude, dan impulsive buying. Selain itu, hasil penelitian Traveloka PayLater menunjukkan bahwa niat keberlanjutan penggunaan Traveloka PayLater tergantung oleh kebutuhan, diskon, dan sistem PayLater. Penelitian ini diharapkan dapat mendukung penelitian sebelumnya dalam konteks yang berbeda dan memberikan kontribusi bagi Shopee PayLater, Gojek PayLater, dan Traveloka PayLater untuk mengembangkan layanan mereka.

The increasing digitization of payments has led to more use of cashless payment systems, one of which is PayLater. The increase in the use of PayLater was also due to the low penetration of credit card usage in Indonesia. This study aims to investigate and see the differences in the factors influencing the continuance intention of Shopee PayLater, Gojek PayLater, and Traveloka PayLater. This study combines the IS success model, the expectation confirmation model (ECM), and the self-control theory. The approach used in this research is mixed method and qualitative. Quantitative data was collected through an online survey by 480 respondents of Shopee PayLater and 198 respondents of Gojek PayLater and processed using the partial least squares SEM (PLS-SEM) and independent t-test. Qualitative data was collected through interviews with five interviewees of Shopee PayLater, Gojek PayLater, and Traveloka PayLater. The results of this study indicate that the continuance intention on Shopee PayLater and Gojek PayLater is influenced by satisfaction, individual performance, debt attitude, and impulsive buying. The results of this study also show that the continuance intention to use Traveloka PayLater depends on the urgency, discounts, and PayLater system. This study is expected to support previous studies and contribute to Shopee PayLater, Gojek PayLater, and Traveloka PayLater to develop their services."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2022
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UI - Skripsi Membership  Universitas Indonesia Library
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Raihan Miftah Musefi Saputra
"Penelitian ini bertujuan untuk menganalisis faktor-faktor yang memengaruhi continuance intention dalam melakukan online gambling pada permainan slot di Indonesia. Penelitian ini menggunakan pendekatan mixed methods, dimulai dengan tahapan kualitatif untuk mengidentifikasi faktor-faktor yang relevan, dilanjutkan dengan tahapan kuantitatif untuk menguji model penelitian, dan diakhiri dengan tahapan kualitatif untuk memvalidasi hasil penelitian. Teori yang digunakan adalah Unified Theory of Acceptance and Use of The Technology 2, Expectation Confirmation Model, dan teori Perceived Risk serta Technology Organization Environment. Metode penelitian yang kami lakukan melibatkan pengumpulan data kuantitatif sebanyak 529 responden melalui kuesioner online dan data kualitatif melalui wawancara dengan 10 partisipan, serta 10 partipisan lagi untuk wawancara validasi hasil analisis. Data kualitatif dianalisis menggunakan pendekatan thematic analysis, sedangkan data kuantitatif dianalisis dengan metode PLS-SEM menggunakan SmartPLS 3. Hasil penelitian menunjukkan bahwa Social Influence, Anticipated Enjoyment, dan Hedonic Motivation berpengaruh secara positif terhadap Satisfaction, sedangkan Financial Risk berpengaruh secara negatif terhadap Satisfaction. Selain itu, Government Regulation and Policy berpengaruh secara negatif terhadap Continuance Intention, dan Satisfaction berpengaruh secara positif terhadap Continuance Intention. Implikasi dari penelitian ini memberikan wawasan yang lebih luas terkait online gambling pada permainan slot kepada pihak terkait, seperti pembuat kebijakan serta instansi yang berkaitan dengan keuangan untuk merancang strategi penanganan dan pencegahan praktik online gambling di Indonesia.

This study aims to analyze the factors influencing continuance intention in online gambling on slot games in Indonesia. The research employs a mixed methods approach, beginning with a qualitative phase to identify relevant factors, followed by a quantitative phase to test the research model, and concluding with a qualitative phase to validate the results. The theories used in this study include the Unified Theory of Acceptance and Use of Technology 2, the Expectation Confirmation Model, and the theories of Perceived Risk and Technology Organization Environment. The research methods involved collecting quantitative data from 529 respondents through an online questionnaire and qualitative data through interviews with 10 participants, along with 10 additional participants for validation interviews. Qualitative data were analyzed using thematic analysis, while quantitative data were analyzed using the PLS-SEM method with SmartPLS 3. The results show that Social Influence, Anticipated Enjoyment, and Hedonic Motivation positively affect Satisfaction, whereas Financial Risk negatively affects Satisfaction. Additionally, Government Regulation and Policy negatively affect Continuance Intention, and Satisfaction positively affects Continuance Intention. The implications of this research provide broader insights into online gambling on slot games for relevant stakeholders, such as policymakers and financial institutions, to devise strategies for handling and preventing online gambling practices in Indonesia."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2024
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UI - Skripsi Membership  Universitas Indonesia Library
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Siska Agusriani
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Peningkatan jumlah penggunaan internet di Indonesia telah mendorong transformasi metode pembayaran dari tunai menjadi nontunai. Peningkatan transaksi pembayaran nontunai, sejalan dengan pertumbuhan pemain pada kategori ini, khususnya penggunaan ewallet. Penelitian ini bertujuan untuk mempelajari faktor yang mempengaruhi user intention terhadap e-wallet. Penelitian ini menggunakan expectationconfirmation model untuk memahami hubungan customer expectation, perceived enjoyment, perceived ease of use, sales promotion, satisfaction, dan repurchase intention penggunaan e-wallet. Pengumpulan data dilakukan menggunakan teknik convenience sampling dari 255 pengguna Gopay. Gopay digunaka sebagai objek penelitian karena merupakan pemain e-wallet dengan monthly active user tertinggi di Indonesia. Penelitian ini menggunakan SEM sebagai metode statistik untuk menguji hipotesis dan model penelitian. Hasil penelitian menunjukkan bahwa expectation memiliki pengaruhi positif tehadap perceived enjoyment, perceived ease of use dan satisfaction. Sementara satisfaction memiliki pengaruh positif terhadap repurchase intention, dan satisfaction juga menjadi variabel mediation antara expectation dan perceived enjoyment terhadap repurchase intention. Sales promotion memiliki pengaruh positif terhadap repurchase intention. Hasil penelitian ini bermanfaat untuk pemain e-wallet untuk mengetahui perilaku pengguna mereka untuk terus mennggunakan produknya.


The growth of digital has pushed the transformation method of payment from cash to cashless. The growth of cashless transactions, as well as the number of players, is becoming a trend with e-wallet. This study aims to understand the factors that influence user intention toward e-wallet players. This study uses the expectation-confirmation model to examine the relationship of customer expectation, perceived enjoyment, perceived ease of use, sales promo, satisfaction, and repurchase intention of using e-wallet as a type of payment. The data is collected using a convenience sampling technique from 255 Gopay users. Gopay is the highest monthly active user of e-wallet in Indonesia. Using SEM as a statistic method, we examine the hypothesis and research model. The study reveals that expectation have positive impact to perceived enjoyment, perceived ease of use and satisfaction. While satisfaction have a positive impact to repurchase intention. Additionally, satisfaction is a mediation variable between expectation and perceived enjoyment toward repurchase intention. And sales promo also have positive impact to repurchase intention. The result of this research is beneficial for e-wallet player to know better user behaviour toward repurchase intention.

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Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2020
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UI - Tesis Membership  Universitas Indonesia Library
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Mirza Raevan Faisal
"Pandemi COVID-19 telah membuat perkembangan digital semakin pesat diluar negeri maupun di Indonesia. Perkembangan digital ini tentunya berpengaruh juga terhadap Digital piracy yang menjadi perhatian utama pada penelitian ini. Penelitian ini bertujuan untuk menyelidiki faktor-faktor yang mempengaruhi Continuance Intention pengguna dalam melakukan pembajakan digital. Teori Religiosity, Ethics, Unified Theory of Acceptance and Use of The Technology, dan Expectation Confirmation Model akan diangkat sebagai kerangka teoritis untuk kami menggali lebih dalam mengenai perilaku pengguna dalam pembajakan terhadap konten digital. Metode penelitian yang kami lakukan melibatkan pengumpulan data kuantitatif sebanyak 479 responden melalui kuesioner online dan data kualitatif melalui wawancara dengan 30 partisipan. Data kuantitatif kami analisis menggunakan metode CB-SEM dengan bantuan perangkat lunak AMOS 24, sementara data kualitatif kami analisis melalui pendekatan content analysis. Hasil penelitian kami menunjukkan bahwa effort expectancy, performance expectancy, dan perceived benefits memengaruhi confirmation dari ekspektasi pelaku pembajakan digital. Ditemukan juga bahwa confirmation memengaruhi satisfaction, dan satisfaction memengaruhi continuance intention pengguna untuk terus melakukan digital piracy. Dari hasil penelitian ini, ditemukan bahwa ternyata intrinsic religioisty, extrinsic religiosity, social influence, dan moral obligation tidak terbukti memengaruhi confirmation. Hasil penelitian ini kami harap dapat memberikan wawasan yang lebih luas bagi pihak terkait, termasuk pembuat kebijakan, penyedia platform, dan developer konten digital dalam merancang strategi penanganan dan pencegahan praktek pembajakan konten digital ini.

The COVID-19 pandemic has accelerated digital development both internationally and in Indonesia. This digital development also influences digital piracy, which is the main focus of this research. The aim of this study is to investigate the factors affecting users continuance intention in engaging into digital piracy. The religiosity theory, ethics theory, Unified Theory of Acceptance and Use of Technology (UTAUT), and Expectation Confirmation Model (ECM) will be used as the theoretical framework to dig down deeper into user behavior regarding the piracy of digital content. Our research method involves collecting quantitative data from 479 respondents through an online questionnaire and qualitative data through interviews with 30 participants. We analyze our quantitative data using the CB-SEM method with the assistance of AMOS 24 software, while the qualitative data is analyzed through a content analysis approach. Our research results indicate that effort expectancy, performance expectancy, and perceived benefits influence the confirmation of digital piracy actors' expectations. It is also found that confirmation affects satisfaction, and satisfaction influences users continuance intention to persist in digital piracy. Also from the results of this study, it was found that intrinsic religiosity, extrinsic religiosity, social influence, and moral obligation were not proven to affects confirmation. We hope that the findings of this research will provide more insights for relevant stakeholders, including the policy makers, platform providers, and digital content developers in designing strategies to address and prevent the practices of digital content piracy."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2024
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UI - Skripsi Membership  Universitas Indonesia Library
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Qidsa Nafis Akal Dewa
"Industri aplikasi mobile menjadi lebih menguntungkan dan menarik bagi para penerbit serta para pemilik bisnis. Dengan bertambahnya jumlah individu yang menggunakan smartphone dan berubahnya perangkat smartphone tersebut menjadi bagian yang vital di kehidupan manusia, permintaan aplikasi mobile bertambah setiap tahun yang juga menghasilkan pendapatan dari berbagai sumber penghasilan. Cukup sulit untuk menentukan faktor spesifik yang mempengaruhi niat untuk membeli aplikasi mobile. Trend di Indonesia sendiri, untuk masyarakat muda sudah mulai meninggalkan desktop dan laptop dan memasuki kehidupan yang lebih bergantung kepada smartphone. Studi ini mempunyai tujuan untuk mengetahui faktor yang mempengaruhi niat membeli aplikasi mobile berbayar. Untuk itu, riset ini memakai model yang berasal dari berbagai riset lainnya yang memiliki konteks yang serupa. Lebih lanjut, riset ini juga diikuti oleh 276 responden dalam survei online yang dilakukan di Indonesia. Hasil data di Analisa menggunakan metode and software structural equation modeling (SEM), yaitu software IBM AMOS 24. Hasil menunjukan bahwa nilai untuk uang mempunyai mengaruh yang signifikan terhadap niat membeli aplikasi mobile, diikuti oleh peringkat aplikasi, ketersediaan aplikasi gratis alternatif, dan kebiasaan pengguna yang juga mempunyai pengaruh yang signifikan. Sebagai tambahan, kepuasan pengguna juga mempunyai efek positif bagi niat membeli. Implikasi manajerial serta rekomendasi untuk penelitian lebih lanjut juga dibahas di peneltian ini.

The mobile apps industry is becoming more profitable and attractive venture for various publishers and business owners. With the increasing number of individuals that using smartphones and changing of those said smartphones to become a vital part of human lives, the demand for mobile apps is increasing each year whilst it also generates revenue from various sources. It is rather difficult to determine the specific factors that influence the individuals purchased or the decision to spend money on mobile apps. It is also known that the trend for Indonesia younger individuals is to leaving desktop and laptop to become a more smartphone-centric life. This study aims to identify the factors that are responsible for creating the user intention to purchase mobile apps or to spend money on it. In order to do so, it uses a research model that adapt from other research that have similar context and theories. Furthermore,  this research had 276 participants on the online survey that was conducted in Indonesia. The data results were analyzed using a structural equation modeling software, specifically with IBM AMOS 24 software. The result shows how only value-for-money value from perceived value multi-dimension, have an influence on user intention to purchase, follow with the rating of the apps, the free alternatives to the paid apps, and habit also have a positive effect towards it. With the addition of user satisfaction also bring a significant impact toward user intention to purchase. Managerial implications and recommendations for further research are also discussed."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2020
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UI - Skripsi Membership  Universitas Indonesia Library
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