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Brand Attachment Vs. Brand Love: To What Extent Are They Identical? Martiyanti, Dwi; Dharmmesta, Basu Swastha; Nugroho, Sahid Susilo; Aritejo, Bayu Aji
JDM (Jurnal Dinamika Manajemen) Vol 12, No 2 (2021): September 2021
Publisher : Department of Management, Faculty of Economics and Business, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jdm.v12i2.30263

Abstract

Brand attachment and brand love is important marketing concepts in developing a strong relation- ship of brand. Nevertheless, up to now the boundaries of these two concepts are still blurred. This research seeks to study the two constructs of brand attachment and brand love at the conceptual, definition and operational dimensions. The study was carried out by in-depth examination of articles related to brand attachment and brand love. Each of these constructs is defined and presented in rela- tion to theoretical concepts, operational dimension and measurement patterns that have been used in empirical research. In the end, this review reveals that although there are similarities between brand attachment and brand love, they are different. This difference is viewed from the concepts, measure- ment dimension and intensity between the two. Brand attachment and brand love are two constructs that have emotional content and influence the behavior to maintain the relationship with a brand. However, band attachment is “more self- focused” relative to the thoughts and feelings of a particular object; whereas brand love is “more brand-focused” which includes cognitive consistency, power of great positive attitude, more frequent thoughts and conversations about the object of attitude.
Analysis of the Influence of Factors Affecting Purchase Intention of Premium Items in MOBA-Type Online Games Andri Ardhiyansyah; Favian Firwan Firdaus; Bayu Aji Aritejo
Jurnal REKOMEN (Riset Ekonomi Manajemen) Vol 4, No 2 (2021)
Publisher : Universitas Tidar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31002/rn.v4i2.3651

Abstract

Increased mobile gaming revenue can’t be separated from the rapid growth of technology, especially on smartphones. The popularity of free-to-play games also supports the increase in mobile gaming revenue. The Mobile Legends and AoV, games with Multiplayer Online Battle Arena type, are popular today, where they can be played on any smart phone anywhere and anytime. One of the main commodities in this game is the premium items. to get the virtual goods players have to exchange some money that can be purchased through google play store or electronics stores. The purpose of this research is to analyze the effect of enjoyment value, character competency value, visual authority value, monetary value, character identification, and the satisfaction of the game against the intention of repurchase. This research uses survey method to collect data. The Sampling method is non- probabilities with purposive sampling approach. The number of samples in this study is 130 respondents, with the criteria playing a Mobile Legends or AoV and make purchases of premium items on the games. Hypothesis testing was analyzed using multiple linier regression. The result of hypothesis testing shows that the six independent variables, namely the value of pleasure, the value of character competence, the value of visual authority, the value of money, the character identification, and the satisfaction of the game have a positive effect on the intention of repurchasing premium items.
KONSEP PEMBELIAN KOMPULSIF: SEBUAH KETERPAKSAAN A - Alfitman; Basu Swastha Dharmmesta; Bayu Aji Aritejo
MIX: JURNAL ILMIAH MANAJEMEN Vol 11, No 2 (2021): MIX: Jurnal Ilmiah Manajemen
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/mix.2021.v11i2.005

Abstract

Until 2020, there is no consensus among researchers about the actual compulsive buying concept is. There are many different compulsive buying concepts in the scientific literature (Ridgway et al., 2008; Goldsmith et al., 2015).  Consequently, it is difficult for marketers to implement it in marketing decision making. This study aims to clarify it by categorizing any existing compulsive buying concepts in scientific literature and offer one of which for the best explanation. Based on a literature study, we collected data from any scientific research in any discipline. By using bibliometric analysis, the concept of compulsive buying can categorize it into three categories: compulsive buying as a disease, as a bad habit or "a want" or consumer culture, and as a force. Among the compulsive buying categories, this study has offered the compulsive buying as a force to be the best concept for compulsive buying explanation. The idea can clarify the concept of compulsive buying to be better because it can differentiate compulsive buying from similar concepts such as addiction, impulsive buying, and obsessive-compulsive disorder.