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The Effect of Electronic Word of Mouth and Price on Purchase Decision Mie Ayam Bu Tumini at Yogyakarta Lalu Supardin; Arisman; You She Melly Anne Dharasta
Bisman (Bisnis dan Manajemen): The Journal of Business and Management Vol. 5 No. 2 (2022): Juli 2022
Publisher : Program Studi Manajemen, Fakultas Ekonomi, Universitas Islam Majapahit, Jawa Timur, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37112/bisman.v5i2.2054

Abstract

This study aims to examine the effect of electronic word of mouth and price on purchase decision Mie Ayam Bu Tumini at Yogyakarta. The respondents in this study were consumers at Yogyakarta. The number of respondents in this study were 115 respondents. Sampling was done by purposive sampling technique. This study uses multiple linear regression analysis technique with SPSS as an analytical tool. The results of multiple linear regression test showed that: 1) Electronic word of mouth partially had a significant effect on purchase decision Mie Ayam Bu Tumini at Yogyakarta. 2) Price partially has a significant effect on purchase decision Mie Ayam Bu Tumini at Yogyakarta. 3) Electronic word of mouth and price simultaneously have a significant effect on purchase decision Mie Ayam Bu Tumini at Yogyakarta. Keywords: Electronic Word of Mouth, Price, Purchase Decision.
Factors Affecting Shopee Sellers Competitive Advantage And Company Performance Lalu Supardin; Rinaldi, Rinaldi; Sri Rejeki Ekasasi
Jurnal Multidisiplin Sahombu Vol. 4 No. 01 (2024): Jurnal Multidisiplin Sahombu, 2024
Publisher : Sean Institute

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Abstract

The purpose of this study is to determine the impact of gamification on the competitive advantage and commercial performance of Shopee vendors. This study utilized a quantitative approach. One hundred Shopee vendors who use gamification techniques to improve their overall business performance and competitive advantage are the research sample. The sampling procedure used a non-probability sampling approach combined with purposive sampling techniques. In this study, the data collected through the distribution of Google Form questionnaires were processed and assessed using the PLS-SEM tool. The first finding, from this study, shows that gamification increases competitive advantage in the Shopee app. The second finding, from this study shows that gamification improves company performance in the Shopee app. The last finding, from this study shows that that gamification increases competitive advantage through company performance in the Shopee app.
The Influence Of Advertising And Brand Image On Gen Z's Impulsive Buying Behavior Asmai Ishak; Sri Rejeki Ekasasi; Anas Hidayat; Lalu Supardin
Jurnal Multidisiplin Sahombu Vol. 5 No. 02 (2025): Jurnal Multidisiplin Sahombu, (2025)
Publisher : Sean Institute

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Abstract

This study aims to analyze the influence of advertising and brand image on impulsive buying behavior of Gen Z. The object of this study is Gen Z consumers who have engaged in impulsive buying behavior, while the subjects are e-commerce consumers in Indonesia. The number of samples in this study was 100 respondents. Sampling was carried out using purposive sampling technique . Data analysis was carried out using multiple linear regression analysis. The measurement scale used a Likert scale of 1-5 and data analysis used SPSS. Based on the results of the analysis carried out, it shows that: first, advertising has a significant effect on impulsive buying behavior of Gen Z. Second, brand image has a significant effect on impulsive buying behavior of Gen Z. Future research needs to include other variables that have not been tested in this study in order to explain more comprehensively the impulsive buying behavior of Gen Z.