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Journal : IPTEK Journal of Proceedings Series

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

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (904.947 KB) | DOI: 10.12962/j23546026.y2019i5.6352

Abstract

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
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

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (517.771 KB) | DOI: 10.12962/j23546026.y2019i5.6344

Abstract

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