Claim Missing Document
Check
Articles

Found 3 Documents
Search
Journal : Journal of Business Management

The Effect of Price Discount and Shopping Lifestyle on Impulsive Buying with Positive Emotion as An Intervening Variable on E-Commerce Shopee Users (Study on Students of the Faculty of Economics and Business, University of North Sumatra) Hutapea, Ayuna Valena; Lubis, Arlina Nurbaity; Fadli
Journal of Business Management Vol. 3 No. 1 (2025): August
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/jobm.v3i1.152

Abstract

In today's digital era, human life cannot be separated from the internet network, even now the internet has become one of the needs for everyone, starting from simply searching for information through social media, news, to doing business is also very dependent on the internet. The internet has experienced very rapid development and changed the business world significantly, namely the emergence of e-commerce such as the presence of marketplaces or online stores that bring a new phenomenon among the community, namely online shopping. The purpose of this study was to analyze the effect of price discounts and shopping lifestyles on impulsive buying through positive emotions in Shopee e-commerce users. This study was conducted at the Faculty of Economics and Business, University of North Sumatra with a sample of 165 respondents. Data were analyzed using descriptive analysis and path analysis with the Smart PLS application. The results of the study showed that directly price discounts had a positive and significant effect on positive emotions, shopping lifestyle had a positive and significant effect on positive emotions, price discounts had a positive and significant effect on impulsive buying, shopping lifestyle had a positive and significant effect on impulsive buying, and positive emotions had a positive and significant effect on impulsive buying. Indirectly, price discounts had a positive and significant effect on impulsive buying through positive emotions, and shopping lifestyle had a positive and significant effect on impulsive buying through positive emotions.
The Effect of Service Quality and Omnichannel Marketing on Customer Loyalty Through Customer Satisfaction on the Apple Brand in Medan City Tinambunan, Mey Ramayanti; Lubis, Arlina Nurbaity; Fadli
Journal of Business Management Vol. 3 No. 1 (2025): August
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/jobm.v3i1.154

Abstract

This study aims to determine and analyze the effect of service quality and omnichannel marketing on customer loyalty through customer satisfaction with the Apple brand. This type of research is associative research using quantitative data. The population in this study was Apple product users at Ibox Plaza Medan Fair, Ibox Manhattan Times Square Medan, and Ibox Mall Deli Park, with a sample of 180 respondents. The sampling technique used was purposive sampling with the criteria of respondents who had used Apple products for at least two months and used various shopping channels (web, application, marketplace, physical stores). Data were analyzed using the Structural Equation Modeling method with the Smart PLS version 4.0 analysis tool. The results of the study showed that direct service quality and omnichannel marketing have a positive and significant effect on customer satisfaction and customer loyalty, customer satisfaction has a positive and significant effect on customer loyalty. In the results of the study, indirectly, service quality and omnichannel marketing have a positive and significant effect on customer loyalty through customer satisfaction.
The Influence of Gamification, User Experience and E-Service Quality on Repurchase Intention with Customer Satisfaction as an Intervening Variable on Tokopedia Consumers in Medan City Sinaga, Iin Angelina; Lubis, Arlina Nurbaity; Absah, Yeni
Journal of Business Management Vol. 3 No. 1 (2025): August
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/jobm.v3i1.160

Abstract

The development of information technology has encouraged a shift in consumer behavior from conventional to online shopping. Although the e-commerce industry generally shows growth, Tokopedia, as one of the major platforms, has experienced a decline in the number of visitors. According to data from iPrice, Tokopedia's monthly visitors decreased from 158,136,700 in 2021 to 96,933,334 in 2023. This study aims to examine and analyze the influence of gamification, user experience, and e-service quality on repurchase intention through customer satisfaction as a mediating variable among Tokopedia users in Medan City. This is an associative study using a quantitative approach. The population in this study consists of Tokopedia consumers in Medan City who have the Tokopedia application and have made at least two online transactions through the application, with the exact total population being unknown. The sample comprises 225 respondents selected using purposive sampling, with criteria including a minimum age of 18 years and a minimum education level of senior high school (or equivalent). Data were analyzed using Structural Equation Modeling with the Partial Least Squares (PLS-SEM) method. Data analysis was conducted using Structural Equation Modeling with the Partial Least Squares (PLS-SEM) method. The results indicate that gamification has a positive but not significant direct effect on customer satisfaction and repurchase intention among Tokopedia users in Medan City. User experience and e-service quality have a positive and significant direct effect on both customer satisfaction and repurchase intention. Additionally, customer satisfaction itself has a positive and significant direct effect on repurchase intention. Indirectly, user experience and e-service quality have a positive and significant influence on repurchase intention through customer satisfaction, while gamification shows a positive but not significant indirect effect through the same mediating variable.