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ANALISIS FAKTOR-FAKTOR YANG PALING MEMPENGARUHI KEPUASAN KONSUMEN WARNET DI SEKITAR UNIVERSITAS TARUMANAGARA Cokki Cokki
Business Management Journal Vol 4, No 1 (2008): Business Management Journal
Publisher : Universitas Bunda Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3220.087 KB) | DOI: 10.30813/bmj.v4i1.649

Abstract

The empirical research investigated factors that affect consumer satifaction prior to purchasing a product. This research focused on the purchase of internet renting services. The purpose of this research was to understand consumer behaviour in purchasing internet renting services. The results were used to make an effective and efficient marketing strategy as well to investigate further about consumer behaviour in internet renting services. The investigation used consumer analysis and operational analysis. Correlation design with purchasing decision as dependent variable, together with location, price, facility, internet access speed, comfort, services as independent variables were investigated and analyzed using SPSS 13.0. This research results indicated that the purchasing decision is affected mostly by internet access speed and facility factors with location, price, facility, comfort and servicess as less factors. Keywords : Consumer Satifaction, Consumer Behaviour, Internet Rental Service
Gacha Addiction and In-App Purchases: a Study on Genshin Impact Players in Indonesia Cokki Cokki; Haris Maupa; Wanstum Wanstum; Syarifuddin Sulaiman
MATRIK: JURNAL MANAJEMEN, STRATEGI BISNIS, DAN KEWIRAUSAHAAN Vol. 19 No. 1 (2025)
Publisher : Faculty of Economics and Business Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/MATRIK:JMBK.2025.v19.i01.p03

Abstract

The purpose of this study was to examine the impact of gacha addiction and good price on the intention topurchase in-app items, with mobile game loyalty as a mediating variable. The research employed a quantitativeapproach using Partial Least Squares-Structural Equation Modeling (PLS-SEM) to analyze survey datacollected from 208 Genshin Impact players in Indonesia through random sampling and online questionnaires.The results indicate that gacha addiction significantly influences the intention to purchase in-app items, whilegood price has a moderate effect. Additionally, mobile game loyalty serves as a partial mediator in therelationship between gacha addiction and purchase intention.
Factors Affecting the Intention to Buy Electric Vehicles Through the Integration of Technology Acceptance Model and Prior Experience Hendra Noor Saleh; Haris Maupa; Cokki Cokki; Andi Muhammad Sadat
Journal of Applied Data Sciences Vol 6, No 2: MAY 2025
Publisher : Bright Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47738/jads.v6i2.730

Abstract

To enhance the adoption of electric vehicles (EVs), governments have implemented regulatory policies, such as providing incentives. However, this approach is temporary and relies on the active involvement of manufacturers to better understand the driving factors behind EV adoption. While previous studies, largely based on behavioral theory, emphasize psychological and environmental factors, individual subjective factors also play a crucial role. This study introduces a novel approach by integrating variables from the Technology Acceptance Model (TAM)—perceived usefulness and perceived ease of use—with consumer experience variables, namely technology discomfort and customer experience. The goal is to improve TAM's explanatory power regarding the intention to buy EVs from the consumer perspective. The research targeted residents of Jabodetabek (Jakarta, Bogor, Depok, Tangerang, Bekasi) aged 17 and older, all of whom had prior experience with Battery Electric Vehicles (BEVs). Data was collected from 330 respondents through an online survey. Structural Equation Modeling (SEM) with AMOS was used for the analysis. The results indicated that perceived usefulness, perceived ease of use, and customer experience significantly influenced intention to buy, while perceived usefulness did not significantly affect customer experience. Customer experience mediated the relationship between perceived ease of use and intention to buy, but did not mediate the effect of perceived usefulness. Additionally, technology discomfort negatively impacted perceived usefulness and ease of use, although it did not significantly affect customer experience. These findings suggest that while government incentives remain important, a market-driven approach that focuses on improving consumer perceptions and experiences is critical for accelerating EV adoption.