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PENGARUH E-SERVICE QUALITY DAN PURCHASE BEHAVIOR TERHADAP KEPUASAN KONSUMEN DI MEDIASI LOYALITAS KONSUMEN PENGGUNA GAME ONLINE MOBILE LEGEND MASA NORMAL BARU PANDEMI COVID-19 Normanita .; Koerniawan Hidajat; Made Vairagya Yogantari
Jurnal Teknologi Informasi dan Komputer Vol 7, No 4 (2021): Jurnal Teknologi Informasi dan Komputer
Publisher : LPPM Universitas Dhyana Pura

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Abstract

ABSTRACTThe most important phenomenon in globalization is the emergence of the gadget generation, a term to mark the millennial generation between the ages of 15 – 34 years, The generation spends a lot of time in the digital zone with online games played on personal computers, mobile devices and smartphones which were originally used for entertainment. The purpose of this study is to find the relationship and influence of E-Service Quality (X1) and Purchase Behavior (X2) variables on consumer satisfaction (Y) mediated by consumer loyalty of mobile legend online game users (Z). The sample in this study amounted to 100 respondents with questionnaires distributed via Google Form using a Likert scale from numbers 1 to 5. This study used SEM (Structural Equation Modeling) with the development of path analysis tested with AMOS v.22 analysis tool to find the CFA construct variables and To get a good structural model with GOF, modification indices and Z Sobel test were carried out. The results of this study are: 1. E-service quality has a positive and significant effect on consumer satisfaction of online game mobile legends, 2. Purchase behavior has no positive and insignificant effect on consumer satisfaction, 3. Consumer loyalty has a positive and significant effect on online game consumer satisfaction. mobile legend, 4. Consumer loyalty is not capable of mediating the influence and significant e-service quality on consumer satisfaction, 5. Consumer loyalty is not able to mediate the influence and significant purchase behavior on consumer satisfaction. Keywords : Online Game, Mobile Legend, E-Service Quality, Purchase BehaviorABSTRAKFenomena terpenting dalam globalisasi munculnya generasi gadget, istilah untuk menandai generasi milenial berusia antara 15 – 34 tahun. Generasi ini banyak menghabiskan waktu di zona digital dengan permainan game online yang dimainkan lewat personal computer, mobile device dan smartphone. Game online pada awalnya adalah hiburan semata namun berkembang hingga menambah keuntungan, salah satunya game bernama Mobile Legend. Tujuan penelitian ini lebih pada mencari hubungan dan pengaruh variabel E-Service Quality (X1) dan Purchase Behavior (X2) terhadap kepuasan konsumen (Y) dimediasi oleh loyalitas konsumen pengguna game online mobile legend (Z). Sampel dalam penelitian ini berjumlah 100 responden dengan kuesioner disebarkan melalui Google Form menggunakan skala likert dari angka 1 sampai dengan 5. Penelitian ini menggunakan SEM (Structural Equation Modeling) dengan pengembangan path analysis diuji dengan alat analisis AMOS v.22 untuk mencari variabel konstruk CFA dan mendapatkan model struktural yang baik dengan GOF dilakukan modification indices dan uji Z Sobel. Hasil penelitian ini adalah : 1. E-service quality berpengaruh positif dan signifikan terhadap kepuasan konsumen game online mobile legend, 2. Purchase behaviour tidak berpengaruh positif dan tidak signifikan terhadap kepuasan konsumen, 3.Loyalitas konsumen berpengaruh positif dan signifikan terhadap kepuasan konsumen game onlinemobile legend, 4. Loyalitas konsumen tidak mampu sebagai mediasi pengaruh dan signifikan e-servicequality terhadap kepuasan konsumen, 5. Loyalitas konsumen tidak mampu sebagai mediasi pengaruhdan signifikan purchase behaviour terhadap kepuasan konsumen.Kata Kunci : Game Online, Mobile legends, Kualitas E-Service, Perilaku Pembelian
The Influence of Trust and Security on Buying Interest Moderated Service Quality at Bata Shoe Stores during the Pandemic Koerniawan Hidajat; Fais Datul Fidad Nurul Islam
Budapest International Research and Critics Institute-Journal (BIRCI-Journal) Vol 5, No 3 (2022): Budapest International Research and Critics Institute August
Publisher : Budapest International Research and Critics University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33258/birci.v5i3.5927

Abstract

Changes in the lifestyle of today's society, for entrepreneurs and retail businesses, namely providing quality service and especially trust in shopping. This study aims to examine and discuss the effect of trust on buying interest moderated by service quality at a supermarket in a sunter mall. This approach uses casual associative quantitative data and data obtained through questionnaires. The results of this study indicate that entering the new normal is a step for consumers to shop during the pandemic. The sample of brick shoes consumers is 106 people. The analysis uses a structural model that is processed by SMARTPLS 3.0 software.
ANALISIS PHYSICAL DISTANCING, KEPERCAYAAN KEAMANAN PADA MINAT BELI, MODERASI PEMBAYARAN ATOME Koerniawan Hidajat; Fais Datul Fidad Nurul Islam
Eqien - Jurnal Ekonomi dan Bisnis Vol 11 No 1 (2022): EQIEN- JURNAL EKONOMI DAN BISNIS
Publisher : Sekolah Tinggi Ilmu Ekonomi Dr Kh Ez Mutaqien

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (209.406 KB) | DOI: 10.34308/eqien.v11i1.719

Abstract

The shopping center at the sunter brick shop experienced a decline in purchases and sales during the Covid-19 pandemic, entering the new normal, experiencing a change in shopping. The purpose of this research is to fulfill trust and make positive use of technology. Casual associative quantitative research method and data obtained from questionnaires. The results of the study show that entering the new normal is a step for consumers to shop during the pandemic. Since its implementation, physical distancing has been in the rules of the Indonesian government and its policies. Changes in people's lifestyles to gain consumer trust by providing good quality and especially convenience in direct shopping, therefore each outlet is a reason to be able to move with ease of payment to support changes during the COVID-19 pandemic.