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Fitri Raihani
Abstrak :
LinkAja sebagai salah satu dompet digital di Indonesia memiliki target dalam meningkatkan transaksi pengguna aktif yang sehat dan loyal. Penelitian ini bertujuan untuk menganalisis pengaruh mobile wallet service dimensions yaitu perceived service quality, perceived ease of use, perceived usefulness, perceived cost, dan perceived security terhadap customer loyalty melalui customer satisfaction pada pengguna LinkAja di Jabodetabek. Penelitian ini menggunakan pendekatan kuantitatif dan teknik purposive sampling dengan menyebarkan kuesioner melalui Google Form kepada 165 responden yang merupakan pengguna LinkAja di Jabodetabek, berusia minimal 17 tahun/sudah memiliki KTP, dan telah melakukan transaksi pada aplikasi LinkAja minimal dua kali dalam enam bulan terakhir. Analisis deskriptif dan uji regresi menggunakan SPSS digunakan dalam menganalisis data. Temuan menunjukkan bahwa mobile wallet service dimensions berpengaruh secara signifikan terhadap customer satisfaction dan customer loyalty, customer satisfaction berpengaruh secara signifikan terhadap customer loyalty, serta mobile wallet service dimensions juga berpengaruh secara signifikan terhadap customer loyalty melalui customer satisfaction pada pengguna aplikasi dompet digital LinkAja di Jabodetabek. Lebih lanjut, dimensi dari mobile wallet service yaitu perceived service quality, perceived usefulness, dan perceived security ditemukan memiliki pengaruh terhadap customer satisfaction, sedangkan customer loyalty dipengaruhi oleh dimensi perceived service quality, perceived cost, dan perceived security. ......LinkAja, as one of the digital wallets in Indonesia, aims to increase healthy and loyal active user transactions. This study analyzes the impact of mobile wallet service dimensions, namely perceived service quality, perceived ease of use, perceived usefulness, perceived cost, and perceived security, on customer loyalty through customer satisfaction among LinkAja users in Jabodetabek. The research utilizes a quantitative approach and purposive sampling technique, distributing questionnaires via Google Form to 165 respondents who are LinkAja users in Jabodetabek, aged at least 17 years old/already have an ID card, and have conducted transactions on the LinkAja application at least twice in the last six months. Descriptive analysis and regression tests using SPSS were used to analyze the data. The findings indicate that mobile wallet service dimensions significantly affect customer satisfaction and customer loyalty. Additionally, customer satisfaction significantly influences customer loyalty, and mobile wallet service dimensions also significantly affect customer loyalty through customer satisfaction of the LinkAja users in Jabodetabek. Furthermore, the dimensions of mobile wallet service, namely perceived service quality, perceived usefulness, and perceived security, are found to influence customer satisfaction, while customer loyalty is influenced by perceived service quality, perceived cost, and perceived security.
Depok: Fakultas Ilmu Administrasi Universitas Indonesia, 2024
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UI - Skripsi Membership  Universitas Indonesia Library
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Norman Indra Issudewo
Abstrak :
Video game merupakan salah satu produk yang memiliki banyak penggemar dari berbagai kalangan dengan berbagai konsol video game yang tersedia. Di antara berbagai konsol yang beredar, konsol video game pada personal computer (PC) atau komputer menjadi salah satu pilihan yang digemari. Salah satu bentuk pembelian video game PC yang digemari adalah pembelian video game digital melalui Steam. Penelitian bertujuan untuk mengetahui preferensi video game terhadap purchase behavior pada Steam. Penelitian melibatkan 190 responden yang merupakan pengguna Steam. Pengolahan data menggunakan Structural Equation Modelling (SEM).
Video game is one product that has many fans from various circles with various video game consoles available. Among the various consoles in circulation, video game consoles on personal computers (PCs) or computers are one of the favorite choices. One of the favorite forms of PC video game purchases is the purchase of digital video games via Steam. The study aims to determine video game preferences for purchase behavior on Steam. The study involved 190 respondents who were Steam users. Processing data using Structural Equation Modeling (SEM).
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2019
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UI - Skripsi Membership  Universitas Indonesia Library