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Bibliometric Analysis of Digital Entrepreneurship Devi Octavia; Cyntia Noor Zahara; Adi Setiawan; Agustina Agustina
International Journal of Engineering, Science and Information Technology Vol 5, No 2 (2025)
Publisher : Malikussaleh University, Aceh, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52088/ijesty.v5i2.798

Abstract

This research explores the dynamics of entrepreneurship in the digital era by analyzing research trends, the impact of technological innovation, and the challenges and opportunities entrepreneurs face in the face of global market changes. Using a qualitative approach with bibliometric methods, this research identifies the development of the concept of entrepreneurship from 1956 to 2025. The research expanded significantly starting in 2016, along with the increasing adoption of digital technology in various industrial sectors. Visualization of bibliometric data shows that global entrepreneurship is a significant topic in academic literature. It is interconnected with digital business, corporate entrepreneurship, and entrepreneurial process. The findings of this study show that entrepreneurship is increasingly integrated with the digital world, with social media and digital technology acting as significant factors in accelerating business growth. The results of this analysis are expected to serve as a reference for further research in the evolving field of entrepreneurship and provide insights for business practitioners and policymakers in designing innovative strategies in the digital era.
Cyber Shopping Beyond Boundaries: The Metaverse Revolution in E-Commerce and Consumer Behavior Tata Nur Ananda; Adi Setiawan
Indonesian Journal of Business Analytics Vol. 6 No. 4 (2026): August 2026
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/ijba.v6i4.16682

Abstract

The development of metaverse technology is driving the transformation of e-commerce activities into a more interactive and immersive virtual environment. One of the platforms that represents this phenomenon is Roblox, which allows users to interact and make purchases of virtual items in the metaverse world. This study aims to analyze the influence of perceived augmentation and perceived interactivity on telepresence, sense of immersion, and perceived realism, as well as their impact on attitude toward reuse metaverse and purchase intention in metaverse, using the Stimulus–Organism–Response (S–O–R) theoretical framework. This study uses a quantitative approach with a causal design. Data was collected through a questionnaire distributed to 83 respondents of Roblox users in Indonesia using the snowball sampling technique. The validity test is performed by item-total correlation, while the reliability test uses the Split-Half method. Data analysis was carried out using path analysis with the help of AMOS software. The results of the study show that all research instruments are declared valid and reliable. Empirically, perceived augmentation and perceived interactivity have a significant effect on telepresence. Furthermore, telepresence has a significant effect on perceived realism and attitude toward reuse metaverse. In addition, attitude toward reuse metaverse and perceived interactivity have proven to have a significant effect on purchase intention in metaverse. These findings confirm that immersive and realistic virtual experiences play an important role in shaping consumer attitudes and behavioral intentions in the metaverse.