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Work Overload and Turnover Intention of Junior Auditors in Greater Jakarta, Indonesia Pradana, Andika; Salehudin, Imam
The South East Asian Journal of Management Vol. 9, No. 2
Publisher : UI Scholars Hub

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Abstract

This paper aims to analyze how work overload influences turnover intentions of newly hired junior auditors in public accounting offices. Job satisfaction, work related stress and work life conflicts are used as mediating variables between work overload and turnover intention. This study employed 141 auditors from several accounting firms operating in the Greater Jakarta region. The sample was selected using purposive sampling. Three mediation hypotheses were tested using Structural Equation Modeling (SEM). The results show that work overload has a significant effect on increasing turnover intention through both job satisfaction and work related stress. In comparison, work overload does not influence turnover intention through work life balance. This may be due to the nature of the respondents, in which a majority of the newly hired accountants employed in this study are unmarried.
Unveiling the Dynamics of Expectation, Flow, Enjoyment, and Satisfaction: Drivers of Continued Subscription Intentions Among Netflix Users Masao, Muhammad; Salehudin, Imam
The South East Asian Journal of Management Vol. 17, No. 2
Publisher : UI Scholars Hub

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Abstract

Research Aims: This study investigates the determinants impacting the intention of Netflix users to continue using the platform. By leveraging the extended Expectation-Confirmation Model of continued IT usage and hedonic variables, including Confirmation, Flow, Perceived Usefulness, Perceived Enjoyment, and Satisfaction, the research aims to discern the most influential factors. Design/Methodology/Approach: The research recruited 271 participants through non-probabilistic purposive sampling, targeting Indonesian Netflix subscribers active within the preceding six months who were at least 17 years old at the time of the study. Covariance-based Structural Equation Modelling was employed to analyse the collected data. Research Findings: User enjoyment and Satisfaction mediate the relationships between Flow and Confirmation with Netflix's continuance intention. Flow emerges as the preeminent determinant of continuance intention among the exogenous variables. While Flow's influence on continuance intention is mediated by Satisfaction and Enjoyment, there is no direct effect between Flow and Satisfaction. Perceived Usefulness exhibits no substantial correlation with continuance intention. Theoretical Contribution/Originality: This research underscores the pivotal role of Flow in driving enjoyment and continuance intention within video subscription services like Netflix. Managerial Implications in the South East Asian Context: The study offers insights into the preferences and behaviours of Netflix users in the Southeast Asian context, employing Indonesia as a focal point. This valuable information equips Netflix and other regional SVOD providers to strategically enhance their offerings and services. Research Limitations & Implications: To enhance the robustness of the findings, future research should encompass broader and more diverse populations for comparative purposes. Including new variables, such as digital piracy and perceived ease of use, would contribute to a comprehensive understanding of the dynamics at play.
Quick Response Indonesian Standard (QRIS): Does Government Support Contribute to Cashless Payment System Long-term Adoption? Ajeng Awliya Puspitasari; Imam Salehudin
Journal of Marketing Innovation (JMI) Vol. 2 No. 1 (2022)
Publisher : Politeknik Negeri Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (349.095 KB) | DOI: 10.35313/jmi.v2i1.29

Abstract

The Indonesian payment system industry and regulator have created a standard QR Code in Indonesia that applies to all payment system operators, known as the Quick Response Indonesian Standard (QRIS). QRIS payments are designed to make transactions easier, faster, and safer. The goal of this study was to look at the relationship between effort expectancy, social influence, innovativeness, perceived usefulness, government support, and behavioral intention to use QRIS in the future. This study included 275 Indonesian respondents who had made payments through QRIS. The findings indicate that government support has a positive and significant relationship with behavioral intention to continue using QRIS, both directly and through the mediation of trust and perceived usefulness. Furthermore, effort expectancy, social influence, innovativeness, perceived usefulness, and trust have a direct impact on behavioral intention. As the implication, QRIS implementation must not rely solely on government approval but must actively leverage that approval to build positive user experiences and trust, which drives to the long-term adoption intention.
Plugged in and charging: Environmentalism Factors Does Affect Behavioral Intention to Purchase Electric Cars in Indonesia, But Non-Environmental Factors are Important Too Salsabila, Hana; Salehudin, Imam
Smart City Vol. 3, No. 2
Publisher : UI Scholars Hub

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Abstract

The adoption of electric cars is considered a solution for promoting energy conservation and reducing air pollution. However, electric car purchasing in developing countries is currently at a nascent stage. More research is required to see if environmental factors do matter in the consumer's decision to purchase an electric car. This study aims to examine the relationship between environmental factors and behavioral intention to purchase electric cars in Indonesia. The study recruited 300 respondents from five major areas of Java Island who are aware of electric cars but currently owned only non-electric cars. The study integrated the theory of planned behavior and the norm activation model to analyze the data. The findings suggest that perceived behavioral control plays a key role in mediating the effect of environmental factors on the intention to purchase electric cars. The awareness of consequences and ascription of responsibility also influence personal norms which affect the purchase intention. The study concludes that environmentalism factors do contribute to the purchase intention of electric cars, but it is mediated by perceived behavioral control. Additionally, non-environmental factors such as affordability and convenience also play a crucial role.
Exploring the Impact of Persuasion Knowledge and Parasocial Relationships on K-Pop Fans' Consumer Behavior in Indonesia Hakim, Khalid Abdul; Salehudin, Imam
Journal of Enterprise and Development (JED) Vol. 6 No. 3 (2024): Journal of Enterprise and Development (JED)
Publisher : Faculty of Islamic Economics and Business of Universitas Islam Negeri Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20414/jed.v6i3.11803

Abstract

Purpose: This study explores the impact of persuasion knowledge and parasocial relationships (PR) on electronic purchase intention, physical purchase intention, and electronic word-of-mouth (eWOM) in the context of K-Pop fanbases in Indonesia.Method: Data were collected through a survey using a questionnaire that measured variables such as persuasion knowledge, parasocial relationships, eWOM, and both electronic and physical purchase intentions. A total of 250 respondents, all of whom are followers of K-pop group fanbases on social media, were selected using purposive sampling. The data were analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM).Result: The findings reveal that PK has a positive effect on E.PI, P.PI, and eWOM, contrary to the initial hypothesis that suggested a negative relationship. Consumers with higher PK tend to make more confident purchase decisions, both online and offline, and are more likely to engage in eWOM. Parasocial relationships also positively influence all three dependent variables, but the moderation effect of PR was generally insignificant, except for the relationship between PK and P.PI, where a negative moderation was observed.Novelty: This study fills the gap in existing literature by examining how eWOM and persuasion knowledge interact to influence K-Pop product purchases, a relationship that has been largely unexplored in the context of K-Pop fans who possess unique emotional attachments to their idols and products.
THE EFFECT OF CUSTOMER KNOWLEDGE AND PRODUCT UNIQUENESS ON PURCHASE INTENTION OF FASHION NFT I Gusti Putu Aditya Saputra; Imam Salehudin
E-Jurnal Ekonomi dan Bisnis Universitas Udayana VOLUME.13.NO.08.TAHUN.2024
Publisher : Fakultas Ekonomi dan Bisnis Universitas Udayana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/EEB.2024.v13.i08.p01

Abstract

Non Fungible Token (NFT) yang merupakan salah satu aset digital, kini mulai banyak digunakan oleh brand dalam strategi pemasaran mereka untuk lebih dekat dengan konsumen generasi muda. Teknologi baru ini dapat menjembatani antara dunia digital dengan produk fisik dan membentuk komunitas bagi brand. Popularitas dari NFT sendiri meningkat dalam beberapa tahun terakhir karena trend cryptocurrency dan pembelian NFT oleh celebrity. Tujuan dari penelitian ini yaitu untuk menganalisis hubungan customer knowledge dan product uniqueness terhadap purchase intention pada produk fashion NFT. Penelitian ini dilakukan pada 307 responden di Indonesia yang mengetahui mengenai fashion NFT dan brand yang memiliki produk tersebut. Hipotesis penelitian diuji dengan menggunakan metode Structural Equation Modeling (SEM). Hasil penelitian ini menunjukan hubungan positif dan signifikan antara customer knowledge dan product uniqueness dengan purchase intention. Selain itu, product uniqueness ditemukan dapat memediasi hubungan antara customer knowledge dengan purchase intention. Hasil dari penemuan pada penelitian ini memiliki implikasi untuk mengembangkan NFT dan brand lebih efektif, baik secara teori maupun praktik ke depannya.
Exploring the Impact of Persuasion Knowledge and Parasocial Relationships on K-Pop Fans' Consumer Behavior in Indonesia Hakim, Khalid Abdul; Salehudin, Imam
Journal of Enterprise and Development (JED) Vol. 6 No. 3 (2024): Journal of Enterprise and Development (JED)
Publisher : Faculty of Islamic Economics and Business of Universitas Islam Negeri Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20414/jed.v6i3.11803

Abstract

Purpose: This study explores the impact of persuasion knowledge and parasocial relationships (PR) on electronic purchase intention, physical purchase intention, and electronic word-of-mouth (eWOM) in the context of K-Pop fanbases in Indonesia.Method: Data were collected through a survey using a questionnaire that measured variables such as persuasion knowledge, parasocial relationships, eWOM, and both electronic and physical purchase intentions. A total of 250 respondents, all of whom are followers of K-pop group fanbases on social media, were selected using purposive sampling. The data were analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM).Result: The findings reveal that PK has a positive effect on E.PI, P.PI, and eWOM, contrary to the initial hypothesis that suggested a negative relationship. Consumers with higher PK tend to make more confident purchase decisions, both online and offline, and are more likely to engage in eWOM. Parasocial relationships also positively influence all three dependent variables, but the moderation effect of PR was generally insignificant, except for the relationship between PK and P.PI, where a negative moderation was observed.Novelty: This study fills the gap in existing literature by examining how eWOM and persuasion knowledge interact to influence K-Pop product purchases, a relationship that has been largely unexplored in the context of K-Pop fans who possess unique emotional attachments to their idols and products.
Engagement and Consumption Behavior in Gacha Games: A PLS-SEM Study on Generation Z in Indonesia Yuda Priyangga, Raka; Salehudin, Imam
Journal of Games, Game Art, and Gamification Vol. 10 No. 2 (2025)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v10i2.13115

Abstract

Gacha games have gained popularity as a free-to-play model, sparking increasing interest in player consumption behavior. Understanding this behavior is critical, as it has implications for player retention, monetization strategies, and potential risks of compulsive spending. While existing studies largely focus on purchase intention, other consumption behaviors—such as co-production, community engagement, word-of-mouth, and recruitment—remain underexplored. This study aims to examine how player engagement in Genshin Impact affects these various forms of consumption behavior. Focusing on Generation Z in Indonesia—a digitally native cohort deeply immersed in mobile gaming—the research employs Partial Least Squares Structural Equation Modeling (PLS-SEM) with data from 344 respondents who have played the game for at least six months. Findings reveal that satisfaction through games, game personalization, and game social interaction significantly influence player engagement, which in turn positively affects multiple dimensions of consumption behavior. These results offer practical insights for game developers and marketers seeking to foster sustainable and ethical engagement strategies in gacha games.
The Influence of Character Image to Word-of-Mouth Through Gamer Satisfaction of Impulse Spending in the Genshin Impact Mobile Game Reynaldo, Kevin; Salehudin, Imam
Journal of Games, Game Art, and Gamification Vol. 9 No. 1 (2024)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v9i1.10538

Abstract

This research aims to understand the influence of character image (symbolic representation and self-image congruence) on impulse buying and satisfaction in word-of-mouth recommendations for the game Genshin Impact in Indonesia. Hence, the study explored the potential of character image by spreading online survey to gen Z Genshin Impact gamers in Indonesia. The hypotheses in this study were tested using Structural Equation Modelling (SEM) with Lisrel 8.8. The significant results of this study to show character image have positive influence between impulse buying, satisfaction, and word-of-mouth. Character image is one of the important factors in increasing revenue for game companies, as seen in Genshin Impact, where the selling point of sales come from in-game character that make the company’s revenue increase.
Does Gamifying in the Marketplace Help in Building Consumer Engagement and Intention to Buy Online? Rizano, Shantira Ayusha; Salehudin, Imam
Journal of Marketing Innovation (JMI) Vol. 3 No. 2 (2023)
Publisher : Politeknik Negeri Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35313/jmi.v3i2.95

Abstract

E-commerce is gaining consumer acceptance due to increased internet penetration and advancements in Indonesia. To engage tech-savvy consumers and meet their evolving needs, e-commerce players use gamification by offering personalized shopping experiences, social functionalities, and easy product access. This study examines how Shopee, an e-commerce retailer, can optimize its gamification strategies and intrinsic motivations to encourage customer engagement and impulsive buying behaviour. The study employs purposive sampling to survey 204 respondents and found that gamification and intrinsic motivations positively influence customer shopping engagement. The data was analyzed using Partial Least Squares (PLS) with the SmartPLS software. The findings show that gamification and intrinsic motivations hold a positive influence on shopping engagement. Furthermore, socialness and shopping enjoyment lead to increased impulsive buying behavior. Notably, shopping engagement emerges as a critical factor positively shaping users' intention to continue using online shopping applications.