74 research outputs found
PENGARUH ASPEK KUALITAS LAYANAN, KUALITAS PRODUK DAN BIAYA PENDIDIKAN TERHADAP MINAT ORANG TUA SD NASIMA MENYEKOLAHKAN KEMBALI KE SMP NASIMA
ABSTRACT
This study aims to determine the effect of service quality (academic aspects, non-academic aspects, empathy and reliability), perceived quality and price perceptions of the interest of the parents of SD Nasima sending them back to SMP Nasima.
The population of this research was 619 parents of Nasima Semarang Elementary School. Data was collected by using questionnaires and taking samples of the parents of SD Nasima. The research sample used purposive sampling with a total of 191 respondents. Data were analyzed by SPSS.
The results of this study are academic aspects, empathy, reliability and perceived quality affect the interest of parents of SD Nasima to SMP Nasima while non-academic aspects and perceptions of prices do not affect the interest of parents of SD Nasima send to SMP Nasima. The most influential aspect of parents' interest in sending their children to Nasima Middle School is the perception of product quality.
Keywords: academic, non-academic, empathy, reliability, price, quality, purchase intention
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Why do gamers buy 'virtual assets'? An insight in to the psychology behind purchase behaviour
The present study investigated the phenomenon of buying 'virtual assets' for game avatars. Virtual Assets are items that are bought with real-world money for an avatar in-game. Weapons, items, pets, mounts and skin customisations are the most popular examples. Using a qualitative methodology - in this case Interpretative phenomenological analysis (IPA) - six gamers that regularly bought in - game assets were interviewed. IPA was chosen because of its emphasis on lived experience, and each participant had subjective experiences of gaming and purchase behaviour. Of particular focus in this study were the superordinate themes of motivations for purchase behaviour, the resulting psychological impact on the gamer, the social benefits of gaming and virtual asset purchasing, emotional attachment, self-expression through the avatar, impulsivity versus thoughtfulness in purchase intention, and the impact of a transaction machinery on the 'game experience'. Motivations that were found to be of particular importance were item exclusivity, function, social appeal, and collectability. It was found that virtual items enable the gamer to express themselves, feel real satisfaction, and build lasting friendships. Essentially, virtual assets and gaming mostly had a very positive impact on the participantâs psychological wellbeing. Implications for gamers and games production companies are considered
The Impact of Experiential Augmented Reality Applications on Fashion Purchase Intention
Utilizing the stimulus-organism-response (SOR) model, the purpose of this study is to examine the effects of augmented reality (AR) (specifically augmentation) on consumersâ affective and behavioral response and to assess whether consumersâ hedonic motivation for shopping moderates this relationship. An experiment using the manipulation of AR and no AR was conducted with 162 participants aged between 18 and 35. Participants were recruited through snowball sampling and randomly assigned to the control or stimulus group. The hypothesized associations were analyzed using linear regression with bootstrapping. The paper demonstrates the benefit of using an experiential AR retail application (app) to positively impact purchase intention. The results show this effect is mediated by positive affective response. Furthermore, hedonic shopping motivation moderates the relationship between augmentation and the positive affective response. Because of the chosen research approach, the results may lack generalizability to other forms of augmentation. Therefore, researchers are encouraged to test the proposed model using different types of AR stimuli. Furthermore, replication of the study with other populations would increase the generalizability of the findings. Results of this study provide a valuable reference for retailers of the benefits of using AR when attempting to optimize experiential value in online environments. The study contributes to experiential retail and consumer purchase behavior research by deepening the conceptualization of the impact of experiential technologies, more specifically AR apps, by considering the role of hedonic shopping motivations.Peer reviewe
The Effect of Interactivity on SNS Users\u27 Loyalty: Flow and Presence as Mediators
According to the stimulusâorganismâresponse (SâOâR) paradigm, this study aims to understand how interactivity affects SNS usersâ loyalty through user experience of presence and flow. Data collected from 242 respondents was analyzed with structural equation modeling (SEM). The results show that machine interactivity affects telepresence and flow, person interactivity affects social presence and flow, social presence affects flow and flow further affects SNS usersâ loyalty. In addition, telepresence has a significant effect on social presence
The Roles of Green Perceived Value, Green Perceived Risk, and Green Trust Towards Green Purchase Intention of Inverter Air Conditioner in Surabaya
Environmental degradation keeps increasing every year and global warming is one of the environmental degradations that we need to face right now. The fact is air conditioner is one of the main causes of global warming. This research is done to know the impact of green perceived value and green perceived risk towards green purchase intention of inverter air conditioner in Surabaya, through the mediation of green trust. In this research, there are two independent variables and one dependent variable involved. The independent variables are green perceived value and green perceived risk, while the dependent variable green purchase intention.In this research, there are 250 questionnaires distributed with clustered sampling method system. The analysis technique used in this research is structural equation modelling (SEM), supported with SPSS and AMOS as a tools for data analysis. The research result indicates that green perceived value will have a positive significant impact towards green purchase intention of low watt inverter air conditioner in Surabaya partially mediated by green trust. Furthermore, green perceived risk will have a negative significant impact towards green purchase intention of inverter air conditioner in Surabaya fully mediated by green trust
DAMPAK KOMUNIKASI MELALUI SOSIAL MEDIA DAN MEDIA TRADISIONAL DALAM MEMBENTUK BRAND EQUITY DAN MEMPENGARUHI MINAT BELI PADA SMARTPHONE DI JAWA TIMUR
Penelitian bertujuan mengetahui hubungan dan pengaruh dari brand communication pada brand equity melalui sosial media dibandingkan dengan media tradisional sehingga mempengaruhi minat beli smartphone di Jawa Timur. Penelitian merupakan replikasi penelitian sebelumnya oleh Bruhn et al., (2012) dengan judul âAre Social Media Replacing Traditional Media in Terms of Brand Equity Creation?â. Jumlah sampel sebesar 200 sampel dihasilkan dari survai online. Metode pengolahan data menggunakan metode Structural Equation Model yang diolah menggunakan program Lisrel 8.70. Brand image dibagi menjadi functional brand image dan hedonic brand image. Temuan dalam penelitian berbeda dengan penelitian Bruhn et al., (2012) yang menunjukkan bahwa komunikasi media tradisional (advertising) berpengaruh positif terhadap brand awareness dan brand image dan komunikasi sosial media dibuat distributor resmi berpengaruh positif terhadap brand image, sedangkan komunikasi sosial media dihasilkan pengguna biasa berpengaruh negatif terhadap brand awarenesss dan brand image. Brand image berpengaruh positif terhadap brand attitude. Terbentuk brand attitude memiliki pengaruh positif terhadap minat beli smartphone di Jawa Timur
DAMPAK KOMUNIKASI MELALUI SOSIAL MEDIA DAN MEDIA TRADISIONAL DALAM MEMBENTUK BRAND EQUITY DAN MEMPENGARUHI MINAT BELI PADA SMARTPHONE DI JAWA TIMUR
Penelitian bertujuan mengetahui hubungan dan pengaruh dari brand communication pada brand equity melalui sosial media dibandingkan dengan media tradisional sehingga mempengaruhi minat beli smartphone di Jawa Timur. Penelitian merupakan replikasi penelitian sebelumnya oleh Bruhn et al., (2012) dengan judul âAre Social Media Replacing Traditional Media in Terms of Brand Equity Creation?â. Jumlah sampel sebesar 200 sampel dihasilkan dari survai online. Metode pengolahan data menggunakan metode Structural Equation Model yang diolah menggunakan program Lisrel 8.70. Brand image dibagi menjadi functional brand image dan hedonic brand image. Temuan dalam penelitian berbeda dengan penelitian Bruhn et al., (2012) yang menunjukkan bahwa komunikasi media tradisional (advertising) berpengaruh positif terhadap brand awareness dan brand image dan komunikasi sosial media dibuat distributor resmi berpengaruh positif terhadap brand image, sedangkan komunikasi sosial media dihasilkan pengguna biasa berpengaruh negatif terhadap brand awarenesss dan brand image. Brand image berpengaruh positif terhadap brand attitude. Terbentuk brand attitude memiliki pengaruh positif terhadap minat beli smartphone di Jawa Timur
A New Model to Collect Customerâs Information from In-App-Purchases in Mobile Games
Engaging customer is one of many important keys to keep an organization running. When an organization can analyze and satisfy the customer needs, they will know what to do in the future. Collecting information about customers from customerâs phone activity is a great strategy to manage the customer engagement, especially in mobile game industry. 15 percent of smartphone users have made an in-app purchase as of March 2014. This paper will explain how to get information about customers using a simple script. The script will embed in the games directly and will send information to the game server; the data will be collected and will be analyzed later. This data will be very useful to know which country has a high transaction or have 50% or more of Daily Active Users is a Paying Active Users. The company can set a promotion or other business strategy based on obtained customers information
āļŠāļ·āđāļāļŠāļąāļāļāļĄ āđāļĨāļ°āļāļīāļāļāļīāļāļĨāļāđāļāļāļēāļĢāļāļąāļāļŠāļīāļāđāļāļāļ·āđāļāļāļāļāļāļđāđāļāļĢāļīāđāļ āļ Social Media, How does it Influence Customers Purchasing Decision?
āđāļāļ·āđāļāļāļāļēāļāļāļąāļāļāļļāļāļąāļāļāļđāđāļāļĢāļīāđāļ āļāļāļģāļĨāļąāļāļāļĒāļđāđāđāļāļĒāļļāļāļāļĩāđāđāļāļīāļāļāļēāļĢāđāļāļĨāļĩāđāļĒāļāđāļāļĨāļāļĢāļđāļāđāļāļ āļāļāļ âāļāļēāļāļīāļāļĒāđāļāļīāđāļĨāđāļāļāļĢāļāļāļīāļāļŠāđâ āļŦāļĢāļ·āļ âāļāļĩ-āļāļāļĄāđāļĄāļīāļĢāđāļ (E-Commerce)â āļāļēāļāđāļāļīāļĄāļāļĩāđāļĄāļĩāļāļēāļĢāļāļģāđāļāļīāļāļĄāļēāļāļąāđāļāđāļāđāļāļĨāļēāļāļāđāļ§āļāļāļĻāļ§āļĢāļĢāļĐāļāļĩāđ 1990 Â āļāļāļāļ§āļēāļĄāļāļĩāđāļĄāļĩāļ§āļąāļāļāļļāļāļĢāļ°āļŠāļāļāđāđāļāļ·āđāļāđāļŠāļāļāđāļŦāđāđāļŦāđāļāļāļķāļāļāļīāļāļāļīāļāļĨāļāļāļāļŠāļ·āđāļāļŠāļąāļāļāļĄ (Social Media) āļāļĩāđāļĄāļĩāļāđāļāļāļēāļāļīāļāļĒāđāļāļīāđāļĨāđāļāļāļĢāļāļāļīāļāļŠāđ āļāļĨāļāļĢāļ°āļāļāļāļāļāļŠāļ·āđāļāļŠāļąāļāļāļĄ (Social Media) āļāļĩāđāļĄāļĩāļāđāļāļĢāļđāļāđāļāļāļāļāļāļāļēāļāļīāļāļĒāđāļāļīāđāļĨāđāļāļāļĢāļāļāļīāļāļŠāđāļāļĩāđāļĄāļĩāļŦāļĨāļēāļāļŦāļĨāļēāļĒ āđāļāđāļāļĩāđāļāļąāļāđāļāļāļāļĩāđāļŠāļļāļāļāļ·āļāļāļĨāļāļĢāļ°āļāļāļāļĩāđāļĄāļĩāļāđāļāđāļĄāđāļāļĨāļāļļāļĢāļāļīāļ (Business Model)Â āđāļĨāļ°āļāđāļāļāļāļēāļāđāļāļāļēāļĢāļāļīāļāļāđāļāļŠāļ·āđāļāļŠāļēāļĢāļāļąāļāļāļđāđāļāļĢāļīāđāļ āļ āļĢāļ§āļĄāļāļķāļāļĢāļđāļāđāļāļāļāļēāļĢāļāļģāļāļēāļĢāļāļĨāļēāļ (Marketing) āļāļāļāļāļēāļāļāļąāđāļāđāļĨāđāļ§āļāļāļāļ§āļēāļĄāļāļĩāđāļĒāļąāļāđāļŠāļāļāđāļŦāđāđāļŦāđāļāļāļķāļāđāļāļ§āļāļīāļāļāļāļ āđāļĄāđāļāļĨāđāļāļŠ-āđāļ-āļāļēāļĢāđ (S-O-R Model: Stimulus-Organism-Response Model) āļāļķāđāļāđāļāđāļāļŦāļāļķāđāļāđāļāđāļĄāđāļāļĨāļāļĪāļāļīāļāļĢāļĢāļĄāļāļđāđāļāļĢāļīāđāļ āļāļāļķāđāļāļŠāļēāļĄāļēāļĢāļāļāļģāļĄāļēāļāļĢāļ°āļĒāļļāļāļāđāđāļāđāđāļāļ·āđāļāļāļĢāļ°āđāļĄāļīāļāļāļīāļāļāļīāļāļĨāļāļāļāļāļąāļāļāļąāļĒāļāđāļēāļāđāļāļāļāļŠāļ·āđāļāļŠāļąāļāļāļĄ (Social Media) āļāļĩāđāļŠāđāļāļāļĨāļāđāļāļāļĪāļāļīāļāļĢāļĢāļĄāļāļāļāļāļđāđāļāļĢāļīāđāļ āļāđāļāļāļĢāļīāļāļāļāļāļāļāļēāļĢāļāļ·āđāļāļŠāļīāļāļāđāļēāļāļāļāđāļĨāļāđ āđāļĄāđāļāļĨāđāļāļŠ-āđāļ-āļāļēāļĢāđ āļāļĩāđāļāļĢāļ°āļāļāļāđāļāļāđāļ§āļĒ 3 āļŠāđāļ§āļāļāđāļ§āļĒāļāļąāļ āļāļ·āļ āļāļąāļ§āļāļĢāļ°āļāļļāđāļ (Stimulus) āļāļĨāđāļ (Organism) āđāļĨāļ°āļāļēāļĢāļāļāļāļŠāļāļāļ (Response) āđāļĨāļ°āļāļēāļāđāļāļ§āļāļīāļāļāļāļāđāļĄāđāļāļĨāđāļāļŠ-āđāļ-āļāļēāļĢāđ āļāļąāļ§āļāļĢāļ°āļāļļāđāļāļāļ°āļŠāđāļāļāļĨāļāđāļāļāļĨāđāļ Â āļāļāļāļāļēāļāļāļąāđāļāđāļĨāđāļ§āļāļąāđāļāļāļąāļ§āļāļĢāļ°āļāļļāđāļ āļĒāļąāļāļŠāđāļāļāļĨāļāđāļāļāļēāļĢāļāļāļāļŠāļāļāļāļāļāļāļāļđāđāļāļĢāļīāđāļ āļāļāļķāđāļāļāđāļāļ·āļāļāļēāļĢāļāļąāļāļŠāļīāļāđāļāļāļ·āđāļ (Purchase Decision) āļŦāļĢāļ·āļāļāļēāļāļāļĒāļđāđāđāļāļāļĩāļāļĢāļđāļāđāļāļāļŦāļāļķāđāļāļāļ·āļāļāļ§āļēāļĄāļāļąāđāļāđāļāļāļ·āđāļ (Purchase Intention)Â āļāļĩāļāļāđāļ§āļĒ āļāļāļāļ§āļēāļĄāļāļĩāđāļāļĢāļ°āļāļāļāļāđāļ§āļĒ ... āļŠāđāļ§āļāļāļ·āļ āļŠāđāļ§āļāļāļĩāđ 1 āļāļ·āļ āļāļāļāļģ āļŠāđāļ§āļāļāļĩāđ 2āļāļ·āļ āđāļāļĢāļ·āļāļāđāļēāļĒāļŠāļąāļāļāļĄ (Social Networking) āļŠāđāļ§āļāļāļĩāđ 3 āļāļ·āļ āļŠāļ·āđāļāļŠāļąāļāļāļĄāđāļĨāļ°āļāļļāļĢāļāļīāļ (Social Media and Businesses) āļŠāđāļ§āļāļāļĩāđ 4 Stimulus-Organism-Response Model (S-O-R Model) āļŦāļĢāļ·āļāđāļĄāđāļāļĨ āđāļāļŠ-āđāļ-āļāļēāļĢāđ (S-O-R Model) āļŠāđāļ§āļāļāļĩāđ 5 āļāļąāļ§āļāļĢāļ°āļāļļāđāļ (Stimulus) āļŠāđāļ§āļāļāļĩāđ 6 āļāļĨāđāļ (Organism) āļŠāđāļ§āļāļāļĩāđ 7 āļāļēāļĢāļāļāļāļŠāļāļāļ (Response) āđāļĨāļ°āļŠāđāļ§āļāļŠāļļāļāļāđāļēāļĒāļāļ·āļāļāļāļŠāļĢāļļāļ (Conclusion) āļāļģāļŠāļģāļāļąāļ : āļāļēāļāļīāļāļĒāđāļāļīāđāļĨāđāļāļāļĢāļāļāļīāļāļŠāđ / āļāļĩ-āļāļāļĄāđāļĄāļīāļĢāđāļ / āļŠāļ·āđāļāļŠāļąāļāļāļĄ / āđāļāļĢāļ·āļāļāđāļēāļĒāļŠāļąāļāļāļĄ / āđāļĄāđāļāļĨāđāļāļŠ-āđāļ-āļāļēāļĢāđConsumers are in the transition phase from traditional E-Commerce which began in the middle of 1990s to the new model of E-Commerce. This article is aimed to exhibit the influences of social media on E-Commerce. The influences of social media on E-Commerce are in many aspects, however, the important influences that E-Commerce receives from social media are business model, communication method, and marketing. Moreover, this article also exhibit the concept of Stimulus-Organism-Response Model or S-O-R Model which is one among many famous consumer behavior models. The S-O-R Model could be employed in the assessment of the influences of the factors of social media on online purchasing consumer behavior. Generally, the S-O-R Model is divided into three important parts, stimulus, organism, and response. The stimulus part could be parted into two types which are environmental stimulus and social stimulus. According to the concept of S-O-R Model, the stimulus influences the organism; and both, the stimulus and the organism, have influences on the response of consumer which is purchasing decision or they could be in the form of purchase intention. The paper consists of seven part, introduction, social networking, social media and businesses, Stimulus-Organism-Response Model (S-O-R Model), stimulus, organism, response, and conclusion. Keywords : Electronics commerce / E-Commerce / Social media / Social network / Stimulus-Organism-Response Model / S-O-R ModelÂ
The physical attractiveness of beauty anchors on consumersâ purchase intention
In the post-COVID19 era, live-streaming e-commerce has developed rapidly and has a positive effect in promoting consumption in China. This paper uses the questionnaire survey method to explore the influence of the appearance attraction of beauty anchors on consumersâ purchase intention. Consumerâs degree of trust is also analyzed as an intermediary variable. The results found appearance attraction of beauty anchors has a significant impact on consumers âpurchase intention, and the degree of consumer trust plays an intermediary role between appearance attraction of beauty and consumersâ purchase intention. The results suggest that beauty brands should select anchors with higher physical attractiveness, which can improve consumerâs purchase intention. In addition to high-quality photos, makeup or smiling, or taking photos from the best angle, may help to enhance the attractiveness. It is helpful to attract the attention of scholars and to help live streaming e-commerceâs development
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