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Mapping The Evolving Landscape Of Sustainable Marketing And Climate-Conscious Consumer Behavior: A Bibliometric Analysis Of Global Trends And Digital Shifts (2010–2023) Pakpahan, Fransiskus Novrianto; Azhar, Andi
EKOMBIS REVIEW: Jurnal Ilmiah Ekonomi dan Bisnis Vol 13 No 4 (2025): Oktober
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/ekombis.v13i4.8859

Abstract

The urgency of climate change has reshaped the role of marketing in promoting sustainable behaviors and ecological accountability. This study presents a bibliometric analysis of sustainable marketing and consumer behavior literature published between 2010 and 2023. Drawing from Scopus and Web of Science databases, 1433 articles were analyzed using VOSviewer and Biblioshiny to explore co-authorship, keyword co-occurrence, citation, and co-citation networks. The analysis reveals a thematic evolution from product- and firm-centric approaches to consumer-driven narratives that emphasize emotional trust, digital engagement, and intergenerational ethics. The most active contributors include the United States, the United Kingdom, China, and emerging voices from Southeast Asia. Influential authors such as Kumar, White, and Leonidou shaped the field’s theoretical backbone. Three dominant research clusters were identified: behavioral sustainability, digital sustainability communication, and strategic green branding. Methodological advancements include the growing use of data analytics, machine learning, and structural modeling. This study not only maps the intellectual structure of the field but also highlights research gaps in equity, cultural diversity, and AI-based marketing ethics. The findings offer actionable insights for scholars and practitioners seeking to align marketing strategies with global sustainability agendas.
Swipe, Like, Buy: A Netnographic Study On The Impulse Buying Behavior In Tiktok Shop Ecosystem Azhar, Andi
Journal of Management, Economic, and Accounting Vol. 4 No. 2 (2025): Juli-Desember
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmea.v4i2.900

Abstract

This study investigates impulse buying behavior within the TikTok Shop ecosystem through a netnographic lens. As TikTok evolves into a dominant force in social commerce, it blurs the boundaries between entertainment and shopping. This research explores how algorithm-driven content, influencer marketing, live streaming, and user-generated interactions stimulate unplanned purchase decisions. Drawing on data collected from three months of online observation of Indonesian TikTok Shop environments, this study identifies key emotional, social, and technological triggers of impulse buying. The findings reveal a novel model of algorithm-induced impulsivity, contributing to consumer behavior theory and offering implications for marketers, platform designers, and digital literacy advocates.
From Ratings And Purchase Decisions:Brand Image Perspective Elfira, Winda; Azhar, Andi
Jurnal Fokus Manajemen Vol 4 No 1 (2024): MAY
Publisher : LPPJPHKI Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jfm.v4i1.5834

Abstract

The title of this research is Online Ratings to Purchase Dicisions: Brand Image Perspective. The purpose of this research is to determine the influence of Ratings Online Customer Review, Number of Sales, Product Displays on Purchasing Decisions on the Shopee Marketplace with Brand Image as a mediating variable. The research sample used the Shopee Marketplace in big cities in Indonesia, With 132 respondents selected using the Accidental Sampling method. Data was collected through questionnaires and analyzed using Structural Mommet Analysis (AMOS). Software. The results og this research show that user ratings, Online Customer Review, number of sales, product displays have a significant Influence,on brand image and purchasing decisions. However, Brand Image only plays a mediating role in the influence of Ratings , Online Customer Reviews, Number of sales, Product Displays on Purchasing Decisions.
Analysis Of Strategies For Changing Negative Personal Images Into Positive Images On Celebgrams Prawesti, Prawesti; Azhar, Andi
Jurnal Fokus Manajemen Vol 4 No 1 (2024): MAY
Publisher : LPPJPHKI Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jfm.v4i1.5836

Abstract

The title of this research is Analysis of Strategies for Changing Negative Personal Images into Positive Images on Celebrities. This research is based on strategies for changing negative images into positive ones on celebgrams in the context of digital marketing. This is important because celebs have a big role in influencing consumer behavior on social media. This research aims to identify effective celebrity strategies on social media, their impact on reputation, career and influence on their followers, as well as the role of management in the business industry.The objects of this research are Jefri Nichol and Rachel Vennya, the research method used is descriptive qualitative methods. The data collection method in this research uses observation, which is carried out by observing posts from Instagram accounts and news articles on social media.By using observation techniques. The results of this research can be concluded that the post-case experiences and personal transformation experienced by two well-known Indonesian celebrities, namely Jefri Nichol and Rachel Vennya, after being involved in a controversy affected their image and careers. The findings show that despite facing huge challenges in maintaining their reputation and existence in the world of entertainment, both of them managed to maintain their popularity and credibility with different approaches.
EDUKASI PEMBUATAN DESAIN POSTER DIGITAL BERBASIS APLIKASI CANVA DI SMPN 57 BENGKULU UTARA Salmah, Ummu; Azhar, Andi; Pariyanto, Pariyanto; Syahfitri, Jayanti
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 5 No. 1 (2024): Volume 5 No 1 Tahun 2024
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v5i1.25234

Abstract

Penyampaian informasi yang tepat dan menarik maka dibutuhkan kreativitas dalam pembuatan infografis yang sesuai salah satunya dengan menggunakan aplikasi Canva. Canva merupakan sebuah aplikasi berbasis desain grafis yang menggunakan teknik drag and drop serta dapat mengakses beberapa fitur yang ada misalnya font, gambar, dan bentuk. Canva juga sebagai aplikasi desain grafis yang digunakan untuk membuat grafis media sosial, presentasi, poster, dokumen dan konten visual lainnya. Aplikasi ini, juga banyak menyediakan berbagai macam contoh desain untuk digunakan. Canva juga terdiri dari dua buah jenis layanan, gratis dan berbayar. Tujuan penelitian yang dilakukan adalah peningkatan wawasan dan ilmu pengetahun serta kemampuan siswa-siswa di sekolah, maka diperlukan pelatihan yang sesuai dengan kebutuhan saat ini yaitu penggunaan aplikasi Canva untuk membuat poster digital. Metode yang dilakukan adalah demonstrasi dengan pelatihan praktik secara langsung. hasil karya poster siswa untuk kemudian dinilai juri dan diberikan sebuah apreasi karya terbaik sesuai kategori. Pelatihan ini siswa langsung paham dan bisa terus melakukan inovasi dari desain pertama yang diberikan. Membuktikan bahwa siswa lebih kreatif dalam bidang teknologi hanya kurang dalam pemahaman dan pendampingan lebih agar bisa tidak salah dalam mengambil sebuah tindakan.
Perancangan Game Jigsaw Puzzle UntukPembelajaranMenggunakanMetodologi Multimedia Berbasis Android Azhar, Andi; Djafar, Imran; Tumiwa, Joseph; Husain T, Husain T
Dipanegara Komputer Teknologi Informatika Vol. 16 No. 1 (2024): Jurnal Dipanegara Komputer Teknik Informatika (DIPAKOMTI)
Publisher : Universitas Dipa Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36774/dipakomti.v16i1.1494

Abstract

Game edukasi merupakan permainan yang dikemas dalam konteks pendidikan guna merangsang daya pikir dan termasuk salah satu cara untuk melatih dan meningkatkan konsentrasi anak-anak. Minimnya pengetahuan tentang pahalawan nasional dikalangan anak-anak salah satunya karena kurangnya ketertarikan pengenalan pahlawan nasional. Oleh karna itu perlu adanya tindakan untuk mengenalkan pahlawan nasional melalui media game edukasi yang menarik pada anak-anak. Dengan permasalahan diatas maka peneliti bertujuan untuk merancang game edukasi pengenalan dengan jigsaw puzzle menggunakan platform smartphone android. Dalam perancangan game edukasi menggunakan metodologi Multimedia. Data yang digunakan berupa gambar dan informasi pahlawan nasional indonesia dari berbagai daerah.