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Digital Capability, Digital Transformation, and Digital Innovation as Determinants of Food Stall Business Performance in South Tangerang City Rayhan Aimar Nawawi; Hujjatullah Fazlurrahman; Renny Sari Dewi; Achmad Kautsar
JURNAL ECONOMINA Vol. 5 No. 5 (2026): JURNAL ECONOMINA, Mei 2026
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi 45 Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/economina.v5i5.2146

Abstract

This study is motivated by the rapid digitalization of Micro, Small, and Medium Enterprises (MSMEs) in Indonesia, particularly through online ordering platforms, delivery services, social media, and digital payment systems such as QRIS. However, digital adoption does not always improve business performance, especially among food stall MSMEs that still face challenges such as declining profit margins, platform dependency, and limited internal readiness. This study aims to analyze the influence of Digital Capability, Digital Transformation, and Digital Innovation on the Business Performance of food stall MSMEs in South Tangerang City. This research used a quantitative approach with an explanatory research design. The sample consisted of food stall owners or managers who had operated for at least one year, adopted digital technology, and were directly involved in business decision-making. Data were collected through a closed-ended questionnaire using a five-point Likert scale and analyzed using Structural Equation Modeling–Partial Least Squares (SEM-PLS) with SmartPLS. The results show that Digital Capability has a positive and significant effect on Business Performance, with a path coefficient of 0.242 and a P-value of 0.042. Digital Transformation has the strongest effect, with a path coefficient of 0.356 and a P-value of 0.005. Digital Innovation also has a positive and significant effect, with a path coefficient of 0.242 and a P-value of 0.026. The R² value of 0.564 indicates that the three variables explain 56.4% of the variation in Business Performance. Therefore, this study concludes that improving MSME performance requires digital capability, business process transformation, and sustainable digital innovation.
The Effect of Game Addiction and Perceived Value on App Purchase Intention of Roblox Game Players in Indonesia Nabil Zidane Al-Munir; Hisbulloh Edgaritoh; Rayhan Aimar Nawawi; I Gusti Bagus Prabu Vedayana Priharta; Muhammad Fajar Wahyudi Rahman
Journal of Digital Business and Innovation Management Vol. 5 No. 1 (2026): June 2026
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jdbim.v5i1.74095

Abstract

The freemium model has positioned in-app purchases as a primary monetization mechanism in digital games, including Roblox as a user-generated gaming platform. This study examines the effects of game addiction and perceived value on in-app purchase intention among Roblox players in Indonesia. Using a quantitative explanatory approach, data were collected through a cross-sectional survey of Roblox players in Indonesia and analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM). The results show that both game addiction and perceived value have positive and significant effects on in-app purchase intention. However, perceived value exerts a stronger influence than game addiction, indicating that players’ purchasing decisions are more strongly driven by evaluations of enjoyment, social recognition, functional performance, and price fairness rather than addictive engagement alone. These findings contribute to the understanding of digital consumer behavior in user-generated gaming environments and provide insights for value-oriented monetization strategies.