Yohanes Casmadi
Universitas Logistik dan Bisnis Internasional

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ZHARBY : PLATFORM BERBASIS WEBSITE UNTUK MENINGKATKAN PENJUALAN KAUS Alia Mega Putri; Wildan Azis; Yohanes Casmadi
Jurnal Ekonomi Bisnis dan Kewirausahaan Vol. 3 No. 3 (2026): Juni : Jurnal Ekonomi Bisnis dan Kewirausahaan (JEBER)
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/etjfmr47

Abstract

This study develops Zharby, a website-based platform designed to support the digitalization of the garment industry and enhance T-shirt sales. Many SMEs in this sector have yet to fully utilize digital technology, despite digital transformation being crucial for business efficiency. This research analyzes the challenges in garment marketing and sales, explains the concept and functions of Zharby, and provides recommendations for its implementation. The methodology includes STP analysis, system design using ERD and flowcharts, and black-box testing. The findings indicate that Zharby effectively improves marketing, brand visibility, and order and production management. The platform features a product catalog, ordering system, online payment integration, and inventory management, supporting the needs of modern garment businesses.
The Influence of the Roblox Business Model on Robux Usage Behavior through Perceived Value in the Digital Economy among Generation Z Trie Anantasya Febrianti; Yohanes Casmadi; Lukman Abdul Azizul Hakim
International Journal of Management Science and Information Technology Vol. 6 No. 2 (2026): July - December 2026
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA), Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijmsit.v6i2.7997

Abstract

This study aims to analyze the influence of the Roblox business model on Robux usage behavior through perceived value in the digital economy among Generation Z. Roblox is a digital platform that integrates entertainment, user-generated content, digital marketplace features, virtual items, and monetization through Robux as a virtual currency. This study used a quantitative approach with an explanatory research design. Data were collected through an online questionnaire distributed to 137 Generation Z respondents who had played Roblox and had purchased or used Robux. The data were analyzed using Structural Equation Modeling–Partial Least Squares (SEM-PLS) with SmartPLS 4. The results show that the Roblox business model has a positive and significant effect on perceived value (β = 0.750; p < 0.05), perceived value has a positive and significant effect on Robux usage behavior (β = 0.545; p < 0.05), and the Roblox business model directly affects Robux usage behavior (β = 0.286; p < 0.05). The mediation test shows that perceived value partially mediates the relationship between the Roblox business model and Robux usage behavior, with an indirect effect of 0.408 and p < 0.05. These findings indicate that Robux usage behavior among Generation Z is influenced not only by the platform business model but also by users’ perceived value regarding the benefits, convenience, and digital experience provided by Robux. This study contributes to digital business literature by demonstrating that perceived value serves as an important explanatory mechanism linking the Roblox business model with virtual currency usage behavior among Generation Z.