56,743 research outputs found

    Peranan Faktor Promosi Dalam Memasarkan Produk Terhadap Perilaku Pembelian Online Di Masa Pandemi Covid-19 (Studi Kota Tanjungpinang)

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    The COVID-19 pandemic followed by the implementation of social distancing gave rise to new consumer behavior, but on the one hand it turned out to open opportunities for banking, financial, and financial services businesses to spur marketing. One of the results of the analysis is that the pandemic situation apparently gave rise to new consumer behavior. Businesses optimize online marketing and digital branding as a means of communication with their target customers. Supported by the rapid growth of information technology has created new business opportunities in pursuit of business success. The purpose of this study is to find out the role of promotional factors towards online purchasing behavior during COVID-19. This research is explanatory research using factor analysis. In this study, the number of variables set was 7 variables related to factors related to the behavior of online purchases during the COVID-19 pandemic. The results of this study are promotional factors, is the only strong factor in influencing the behavior of online purchases during COVID-19 in Tanjungpinang, where the growth of technology developments especially in the COVID-19 period has driven webonline sparking enthusiasm to develop responsive customer promotion

    Factors Influencing User's Intention to Play in Innovative Mobile Gaming Usage

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    Abstract.The games industry changed in the last decade from a market dominated by consoles and online gaming publishers, to the new and increasing shifts in the mobile gaming sector. Based on the research report by various research firms such as Newzoo and Digi-Capital, the mobile gaming industry made 29billionin2015andita^€™sgoingtocontinuegrowing(withtheestimationcouldproduceashighas29 billion in 2015 and it’s going to continue growing (with the estimation could produce as high as 49 billion by 2018). This study was examining the factors influencing customers’ mobile game preferences, and factors affecting users’ intention to play. This study also examining the customers’ enthusiasm toward Valve (a game developer company) if they decides to launch their games into mobile game platforms, due to the increasing trends in mobile gaming industry. The findings of the study can be used to provide the mobile game developer companies better understanding about the consumers’ behavior regarding the mobile gaming. The variables that was used in this study was constructed by combining the variables from previous research about intention to play mobile games. Perceived enjoyment, behavior, subject norm, time flexibility, network externalities, and flow experience are the predicted variables that influences customer intention to play. Judgmental and snowball sampling was performed to 420 respondents in Bandung, Jakarta, Solo, Semarang, Yogyakarta, Surabaya, Medan, and Jambi, which mostly consists of high school and university students. Online questionnaire was developed to gather the data. Data processed through confirmatory factor analysis, linear regression, and ANOVA. This research finds that the factors that influences customers’ preferences are the price of the game, game genres, and the reputation of the developers. While the genre of the games that people like to play the most is casual games. Time flow has the strongest influence to intention to play, and followed by subject norm, perceived enjoyment, and behavior. Meanwhile, network externalities and flow experience have no influence towards intention to play. The mobile game developer companies should pay attention about these factors, since it could enhance customers’ level of intention to play, and by understanding the customer preferences, it could generate more profits and revenue. Furthermore, based on the research conducted before, Valve has good brand awareness and the consumer enthusiasm level is high. So if Valve decides to launch their games in mobile platform, while at the same time also pay attention to the factors affecting customers’ preferences and factors influencing customers’ intention to play, they should be successful.Keywords: mobile gaming, customer enthusiasm, influencing factor, intention to us

    How companies without the benefit of authority create innovation through collaboration

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    To create new business firms develop and provide systems that are new to the market.\ud However, if a firm wants to achieve this goal but does not possess all required resources\ud and capabilities, it needs cooperation from other organizations. This study focuses\ud on how firms that lack authority to compel such cooperation, gain and foster\ud commitment from other organizations to cooperate. To develop a model that addresses\ud this question two cases of interorganizational innovation from the Dutch construction\ud industry were studied. In both cases an organization set up and coordinated a\ud network of organizations to jointly develop and market a new system. The cases suggest\ud that, in particular, three types of activities of such leading organizations affect\ud other organizations' commitment to cooperate. These include two types of activities\ud that correspond with two extensively researched constructs, champion behavior and\ud supportive leadership, and one type of activity whose influence is more indirect, value\ud proposition management. Overall, both cases can be regarded as examples of innovation\ud and value chain integration, two issues identified as industry deficiencies in various\ud countries

    Attributes affecting the level of tourist satisfaction with and loyalty towards theatrical performance in China: Evidence from a qualitative study

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    This study seeks to explore attributes affecting the level of tourist satisfaction with and loyalty towards theatrical performance in China. Based on four focus group discussions with 31 participants, the study identifies 34 attributes that affect the level of tourist satisfaction with theatrical performance, and groups them into five categories: stage, performance, venue, service, and tourist-related attributes. The findings on tourist loyalty reveal that most of the respondents would not watch the same theatrical performance alone in the future; however, they would recommend it to others. The study concludes with a discussion of the rich and insightful findings and their implications for tourism industry practitioners

    Designing the Business Model of Herbal Pharmaceutical Knowledge based Companies

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    Today, research has indicated Knowledge based companies as a potential area in promoting knowledge economy, and due to the substantial added-value they make in the knowledge economy of the countries, these companies play a pivotal role in producing national income. Considering the novelty of the field of designing business models for herbal pharmaceutical Knowledge based companies and the importance of these companies among Knowledge based companies on the one hand, and the lack of academic research on exploring these companies on the other hand, the need for a comprehensive business model to help understand the components of herbal pharmaceutical Knowledge based companies seems urgent. This study aimed at identifying and prioritizing the components of business models and also structuring a business model of herbal pharmaceutical Knowledge based companies around these components. The Friedman test was used to prioritize the importance of the components of Knowledge based companies' business models. The statements of the present study's questionnaire were collected from the literature and the experts' opinions, too. Out of the 130 distributed questionnaires, 119 were collected which were analyzed by employing the Cochran test of the SPSS Statistics software. The components of key activities with the mean ranking of 6.76, cost structure with 6.09, and key resources with 6.06 were the most important components and customer relationships with 5.67, value propositions with 5.45, key partnerships with 4.10, distribution channels with 4.04, customer segment with 3.60, and revenue streams with 3.24 were the least important ones. Research paper Keywords: Business model, Knowledge based companies, Herbs, Friedman’s test Reference to this paper should be made as follows: Asadnezhad, M., Hejazi, R., Akbari, M. & Hadizadeh, E. (2017). Designing the Business Model of Herbal Pharmaceutical Knowledge based Companies, Journal of Entrepreneurship, Business and Economics, 5(2), 47–63

    Affective Match: Leader Emotional Displays, Follower Positive Affect, and Follower Performance

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    Leader emotions may play an important role in leadership effectiveness. Extending this earlier research on leader emotional displays and leadership effectiveness, we propose that the “affective match†between follower positive affect (PA) and leaders’ emotional displays moderates the effectiveness of leader emotional displays. Leader display of emotions has more positive effects on follower behavior if the match between the valence of leader emotion and follower PA is strong rather than weak. Support for this hypothesis was found in two experiments. The congruency between leader emotional displays and follower PA determined follower task performance and extra-role compliance. Results from the second experiment indicated that this effect is due to the affective aspects of leader behavior and not to the valence of the content of the message.Emotions;Leadership Effectiveness;Positive Affect

    Transforming Human Resource Organizations: A Field Study of Future Competency Requirements

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    As human resource organizations transform, staff competency requirements after significantly. The question is: to what? The present study attempts to answer this question using data gathered from knowledgeable observers within a single firm and employing a unique future-oriented, role focused methodology. The results suggest a competency model with three parts: a relatively small number of core competencies applicable across the full range of human resource roles studied, an even smaller number of leverage competencies applicable to half or more (but not all) of the roles, and a much larger number of competencies that are role specific. Leverage and roles specific competencies are combined into competency profiles for the various roles which, in turn, suggests a number of implications for the selection, development, and career progression of tomorrow\u27s human resource managers and professionals. While this particular competency model and its implications may be situation specific, the methodology developed during the study can be readily replicated in an abbreviated form in virtually any organization

    Endeavor agility on consumption value through affirming an acceptable degree of utilization esteem for new items

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    Purpose: This comparative study holistically assesses the agility that turns into the standard of business and methods for progress. Design/Methodology/Approach: The contribution and the relevant methodology based on a duality of purposes. They are (i) quantitative research system that utilized to complete the investigation and (ii) both fundamental and auxiliary sources used to assemble information. Findings: Based on the holistically implied arguments and yielded results, it proposed that the writing audit results various parameters to clarify nimbleness and utilization esteems, which utilized to build a survey. At that point, the examination led to design a fitting example between use esteems and hidden agility measurements. Practical implications: Addressing to dual purposes, this study sheds new light on the Mallintercept method block strategy that utilized to gather reactions. Originality/Value: Although this study organically builds upon recent studies, this area gives a detail examination of the investigation. The survey has a field containing the segment profile of the respondents. This examination applies the utilization esteem model as the essential system, which incorporated the practical worth, the social worth, the passionate worth, the epistemic worth, and the restrictive worth.peer-reviewe
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