Muhammad Qaishar Fathin
Universitas Indonesia

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How Short-Form Travel Videos on TikTok Drive Intention Through Presence, Enjoyment, Flow Experience in Indonesian Gen Z Achmad Azizan Irdinanto; Muhammad Qaishar Fathin; Nissa Ghulma Ratnasari
Journal of Islamic Economics and Business Vol. 6 No. 1 (2026): JIEB: Journal of Islamic Economics and Business
Publisher : Fakultas Ekonomi dan Bisnis Islam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/jieb.v6i1.56209

Abstract

The growth of Indonesia's tourism industry encourages fierce competition in the fight for the attention of tourists, especially Generation Z, who allocate around 29 percent of their income to tourism activities. This group makes short-form video content on TikTok the main reference in determining travel destinations. This study aims to examine the influence of the quality of tourism short video information, including information usefulness, information ease of use, and information comprehensiveness, on travel intention through the mediating roles of presence, enjoyment, and Flow experience in Generation Z Indonesia. A quantitative approach with a causal design was applied using purposive sampling of 237 respondents of Generation Z TikTok users in Indonesia. Hypothesis testing was carried out through Partial Least Squares Structural Equation Modeling (PLS-SEM) analysis using SmartPLS. The results showed that information ease of use and information comprehensiveness had a significant effect on presence, while information usefulness did not. The three dimensions of information quality have a positive effect on enjoyment, with information ease of use as the strongest predictor. Flow experience was found to be the strongest predictor in forming travel intention, followed by enjoyment and presence. This study concludes that deep psychological involvement while consuming tourism content is the main catalyst for the birth of the intention to visit domestic destinations in Generation Z Indonesia.
Factors Influencing In-Game Impulse Purchase Among Last War: Survival Game Players Andy Kurniawan; Muhammad Qaishar Fathin; Aswin Dewanto Hadisumarto
Journal of Islamic Economics and Business Vol. 5 No. 2 (2025): Journal of Islamic Economics and Business
Publisher : Fakultas Ekonomi dan Bisnis Islam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/jieb.v5i2.53640

Abstract

This study aims to analyze the psychological factors that affect impulse buying behavior in the mobile strategy game Last War: Survival, specifically the influence of competitive attitudes and the need for popularity on impulse purchase intentions, as well as the role of social competence moderation. The game implements an aggressive freemium business model and manages to create psychological and social pressures that drive status-based impulsive buying behavior. The research uses a conclusive-descriptive design with a cross-sectional approach. Primary data was collected through an online survey of 175 Last War: Survival players using purposive sampling techniques. All variables were measured with 35 indicators using a seven-point Likert scale. Data analysis was carried out using Partial Least Squares Structural Equation Modeling (PLS-SEM). The results show that competitive attitudes have a positive and significant effect on the need for popularity and impulse purchases in games. The need for popularity also has a significant effect on impulse purchases and has been shown to mediate a full relationship between competitive attitudes and purchasing behavior. Meanwhile, social competence has not been shown to moderate the relationship between variables. These findings confirm that in a highly competitive gaming environment, a player's competitive drive is converted into a need for social status which further triggers impulsive buying behavior, regardless of the player's level of social competence in the real world.