Articles
Case Study Of Omnichannel Marketing in PT Arwana Citramulia Tbk
Amirullah, Taufik;
Aruan, Daniel Tumpal H.
IPTEK Journal of Proceedings Series No 5 (2019): The 1st International Conference on Business and Management of Technology (IConBMT)
Publisher : Institut Teknologi Sepuluh Nopember
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DOI: 10.12962/j23546026.y2019i5.6352
Omnichannel marketing is a marketing method that integrates marketing channels to target specific target markets. This research is a case study of the use of omnichannel marketing for B2B activities at PT Arwana Citramulia Tbk, the largest company of many companies in the ceramics industry in Indonesia. PT Arwana Citramulia Tbk targets the middle to lower market segments throughout Indonesia. To be able to dissect how PT Arwana Citramulia Tbk manages its channel, this research will use qualitative methods by conducting unstructured interviews with various stakeholders in PT Arwana Citramulia Tbk. In addition, technology acceptance models are also used to measure revenue from the distribution chain line of PT Arwana Citramulia Tbk, which conducts B2B marketing activities towards the use of online channels to support the use of omnichannel marketing. The technology acceptance model will be used to analyze quantitatively, which is also equipped with results of unstructured interviews regarding the implementation and management of omnichannel marketing by PT Arwana Citramulia Tbk. This research shows that the integration between channels used by PT Arwana Citramulia Tbk is inseparable from the existence of vision, mission, strategy and adequate resources from the top management level to the frontliners
LET’S PLAYING GAME: THE EFFECTS OF BRAND-GAME-SELF CONGRUITIES ON PLAYER'S ATTITUDE TOWARDS BRANDS IN ADVERGAMES
Yuaniko Paramitra;
Daniel Tumpal H. Aruan
MIX: JURNAL ILMIAH MANAJEMEN Vol 7, No 1 (2017): MIX: Jurnal Ilmiah Manajemen
Publisher : Universitas Mercu Buana
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Abstract. The purpose of this research is to examine the extent to which game-selfcongruity, brand-self congruity and brand-game congruity simultaneously affect gameplayer‟s attitude towards the advertised brand in advergame. This research extends theextant literature that asserts that the player‟s attitude towards brand is not onlyinfluenced by perceived congruity between brand and game, but it is also affected bythe player‟s self-concept and how he/she identifies him/herself to the game and thebrand. The results showed that brand-game congruity has significant effect on player‟sattitude towards the brand and perceived entertainment was found to mediate the effectof game-self congruity on player‟s attitude. Findings of this research can helpmarketers to better design and promote marketing approaches to consumers by takinggame-self and brand-self congruities into account.Keywords: Advergame, game-self congruity, brand-game congruity, brand-selfcongruity
Influence of Game Design and Playability Toward Continuance Intention Using TAM Framework
Rocky Tarsisius Pantouw;
Daniel Tumpal H Aruan
IPTEK Journal of Proceedings Series No 5 (2019): The 1st International Conference on Business and Management of Technology (IConBMT)
Publisher : Institut Teknologi Sepuluh Nopember
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DOI: 10.12962/j23546026.y2019i5.6344
As the growth of game industry, only few Studies in mobile games, and also focused on pre-adopting while ignoring post adoption behaviors. One intrinsic factor considered affecting gameplay is enjoyment. Some research has already conducted to understand what is enjoyment driver. Enjoyment is an external factor that influenced perceived usefulness. where perceived of usefulness is variable proposed in TAM. This study aims to examine impact the game design attribute that fit and influence enjoyment while play game and as a motive of continuance mobile game use in MOBA genre. This research adopts game design attributes of challenge, variety, novelty, design aesthetics, social interaction, playability attributes consist of perceived of use and interactivity. Structural Equation Modeling (SEM) is used for data analysis. The model is tested with 206 actual users. The findings put Novelty, design aesthetic and interactivity under observed. This research concluded that continual mobile game use is strongly driven by perceived of usefulness. The implications are discussed in the paper
Exploring Values Orientation to build Green Loyalty: the Role of Egoistic, Supply Chain Management, and Biospheric
Erna S. Imaningsih;
Prijono Tjiptoherijanto;
Ignatius Heruwasto;
Daniel Tumpal H. Aruan
International Journal of Supply Chain Management Vol 9, No 2 (2020): International Journal of Supply Chain Management (IJSCM)
Publisher : International Journal of Supply Chain Management
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Abstract- The purpose of this paper is to explore the impact of eight dimensions of green supply chain management (GSCM) on economic, environmental and social performance, which are the three dimensions of corporate sustainability. This study aims to examine and analyze the influence of values orientation which consists of egoistic, supply chain, and biospheric towards green loyalty. This research is empirical research through questionnaire survey method distributed to 402 consumers who have experience buying green brands in Indonesia. With SEM data analysis tool. The results show that egoisitic and supply chain have a positive effect on green loyalty, while altruistic does not affect green loyalty.
The impact of gamification adoption intention on brand awareness and brand loyalty of Indonesian tourism industry from a tourist’s perspective
Joseph Julian Aslan;
Daniel Tumpal Hamonangan Aruan
Proceeding of the International Conference on Family Business and Entrepreneurship 2022: Proceeding of 6th International Conference on Family Business and Entrepreneurship
Publisher : President University
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DOI: 10.33021/icfbe.v3i1.3772
Digital Transformation has affected the competitive landscape in this global environment. Many firms use technology to gain a competitive advantage in markets; one of the technologies used is Gamification, which is using a game to increase the intention or engagement of consumers in a marketing activity. Firms in Indonesia have also started using Gamification, such as Shopee or Gojek. Apparently, Gamification has also been used in Tourism Industry, though very scarcely and is still mostly in the development. Previous research has confirmed the positive impact of gamification adoption intention to brand awareness and brand loyalty from a marketer’s perspective. This research aims to confirm the same impact, however, from the perspective of customers/tourists. This research is done using data samples from roughly 200 Indonesian respondents of a 40-question online questionnaire with an Indonesian-themed game prototype as a stimulus and is analyzed using the PLS method. The result surprisingly shows that not every construct has positive impacts when viewed from the consumer’s point of view.
The Impact of Destination Exposure in Reality Shows on Destination Image, Familiarity, and Travel Intention
Mege, Stacia Reviany;
Aruan, Daniel Tumpal H
ASEAN Marketing Journal Vol. 9, No. 2
Publisher : UI Scholars Hub
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The increasing popularity of reality shows renders them as potential media for tourism promotion. However, there is limited research regarding the impact of destination exposure in reality shows. This study aimed to investigate the impact of destination exposure in television reality shows on destination image, familiarity, and travel intention. To test the hypotheses, a within subject experiment was conducted. A worldwide popular reality show, The Amazing Race, was used as a stimulus for the participants. The results revealed that, in general, both cognitive and affective destination im- ages were rated higher after watching the reality show. Furthermore, familiarity with the destination and travel intention to the destination increased after watching the destination in the reality show. The result of this study will be useful for destination marketing organization and the government to explore alternative promotional media and aid the promotion of tourism destination.
IRRATIONAL FACTORS AFFECTING THE PURCHASE INTENTION OF VIRTUAL GOODS IN FIRST-PERSON SHOOTER ONLINE GAMES
Adhi Darmawan Supriadi;
Daniel Tumpal H. Aruan
Jurnal Scientia Vol. 12 No. 03 (2023): Education, Sosial science and Planning technique, 2023 (June-August)
Publisher : Sean Institute
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DOI: 10.58471/scientia.v12i03.1535
The purchase intent of in-game items in online games has attracted the attention of a number of studies. Most studies are based on volitional factors. This study investigated the determinants of purchase intent of virtual goods items in FPS online games with volitional and non-volitional factors. The online survey was conducted among 107 CS:GO, Apex Legends, Valorant, or PUBG: BATTLEGROUNDS players. Structural equation modeling (SEM) from the data collected shows that volitional factors, non-volitional factors, and game-related items influence the intention to buy game items on FPS online games.
Factors Affecting Online Impulse Buying Behavior of Fashion Products on Live: Instagram Vs Tiktok
Gabriella Olivia Kristi;
Daniel Tumpal H. Aruan
Indonesian Interdisciplinary Journal of Sharia Economics (IIJSE) Vol 6 No 3 (2023): Sharia Economic: November, 2023
Publisher : Sharia Economics Department Universitas KH. Abdul Chalim, Mojokerto
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DOI: 10.31538/iijse.v6i3.3157
This study analyses the influence of these factors and their underlying motivations. This research model is based on the stimulus organism response framework (S-O-R) to explore consumer reactions and behavior after certain stimulus factors. A measurement model was created based on valid responses from online questionnaires with the help of Structural Equation Modelling (SEM) using Smart-PLS. This study uses quantitative methods. The sampling technique used in this study was purposive sampling with the aim of ensuring that the respondents met the study's criteria. so that the number of samples in this study was 400 Instagram or TikTok users. The research results show that Attractiveness and expertise affect perceived enjoyment in buying online fashion products on live Instagram and TikTok positively and significantly. Product usefulness, purchase convenience, and product price affect perceived usefulness in buying online fashion products on live Instagram and TikTok positively and significantly. usefulness positively and significantly affected perceived enjoyment in buying online fashion products on live Instagram and TikTok. Perceived enjoyment and perceived usefulness mediate the urge to buy impulsively in buying online fashion products on live Instagram and TikTok positively and significantly. Trustworthiness is proven to have no positive or significant effect on the perceived enjoyment of buying online fashion products on live Instagram and TikTok.
Analysis of Factors that Influence Indonesia’s Automotive Customer Decisions towards the Repurchase of Electric Cars
Ramadhan, Muhammad Alvin Ariq;
Aruan , Daniel Tumpal Hamonangan
Jurnal Samudra Ekonomi dan Bisnis Vol 15 No 2 (2024): JSEB
Publisher : Fakultas Ekonomi Universitas Samudra
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DOI: 10.33059/jseb.v15i2.8691
To expand the EV ecosystem in Indonesia through consumer repurchases, it is necessary to understand what can cause consumers to repurchase electric vehicles. This research aims to determine the factors that influence consumers' decisions to repurchase electric cars in Indonesia using the application of the Extended Theory of Planned Behavior. 198 relevant respondents were selected to fill out the online questionnaire, and the collected data was then analyzed based on the SEM-PLS model. The results state that the satisfaction factor can influence consumers' positive opinions towards electric cars, resulting in interest in repurchasing electric cars. The existence of the Theory of Planned Behavior indicators along with the support of additional components in the form of monetary and non-monetary policies can also influence consumers' interest in repurchasing electric cars.