Yordan Hermawan Apidana
Department Of Digital Business, Faculty Of Economics And Business, Universitas Putra Bangsa; Kebumen, Indonesia

Published : 16 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 5 Documents
Search
Journal : Journal of Digital Business and Management

ANALISIS FAKTOR-FAKTOR YANG MEMPENGARUHI PENGGUNAAN TEKNOLOGI MOBILE PAYMENT PADA GENERASI BABY BOOMERS DI INDONESIA Meydy Fauziridwan; Yordan Hermawan Apidana
Journal of Digital Business and Management Vol. 1 No. 1 (2022): Journal of Digital Business and Management
Publisher : LP3M Universitas Putra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32639/jdbm.v1i1.36

Abstract

The use of technology today is enjoyed by all generations, but the baby boomers generation is the one who can have minimal knowledge of technology. The baby boomer generation itself is people who were born in 1946 – 1964. The purpose of this study is to determine the factors that influence mobile payment technology in the baby boomer generation. This research is a quantitative research and the respondents in this study were 160 respondents. In this study, samples were taken by non-probability sampling, namely by purposive sampling technique. Based on the data analysis, it is known: (1) perceived usefulness has a positive and significant effect on behavioral intention to use, (2) perceived ease of use has a positive and significant effect on behavioral intention to use, (3) perceived risk has a negative and significant effect on behavioral intention to use (4) social influence has a positive and significant effect on behavioral intention to use.
PERAN SELF CONTROL DALAM MEMODERASI PENGARUH HEDONIC MOTIVES DAN SHOPPING LIFESTYLE TERHADAP IMPULSE BUYING Yordan Hermawan Apidana; Kholifah Kholifah
Journal of Digital Business and Management Vol. 1 No. 1 (2022): Journal of Digital Business and Management
Publisher : LP3M Universitas Putra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32639/jdbm.v1i1.38

Abstract

For career women, appearance is an important thing that must be considered and this can trigger a lifestyle shopping culture and hedonism that leads to high impulsive behavior. Career women who have families are considered to have high self-control against impulsive behavior towards online shopping, namely because the need for family is a priority compared to their own needs. The purpose of this study was to determine the effect of hedonic motives, shopping lifestyle on impulse buying which is moderated by self-control. This research is a quantitative research and the respondents in this research are 244. In this study the sample was taken by non-probability sampling, namely by purposive sampling technique. Based on data analysis, it is known that: (1) hedonic motives have a positive and significant effect on impulse buying, (2) shopping lifestyle has a positive and significant effect on impulse buying, (3) hedonic motives do not moderate the effect of shopping lifestyle on impulse buying, (4 ) self-control moderates the effect of shopping lifestyle on impulse buying.
PENGARUH ANTESEDEN KECANDUAN ONLINE MOBILE GAME TERHADAP NIAT MELAKUKAN PEMBELIAN ITEM VIRTUAL PADA MAHASISWA Yordan Hermawan Apidana; Kholifah Kholifah
Journal of Digital Business and Management Vol. 2 No. 1 (2023): Journal of Digital Business and Management
Publisher : LP3M Universitas Putra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32639/jdbm.v2i1.265

Abstract

Mahasiswa yang mengalami kecanduan game game akan mengalami beberapa gejala kecanduan game seperti salience (berpikir tentang bermain game game sepanjang hari), tolerance (waktu bermain game game yang semakin meningkat), mood modification (bermain game game untuk melarikan diri dari masalah), relapse (cenderung untuk bermain game game kembali setelah lama tidak bermain), withdrawl (merasa buruk jika tidak bermain game game), conflict (bertengkar dengan orang lain karena bermain game game secara berlebihan). Mahasiswa yang kecanduan game game dinilai akan melakukan perilaku pembelian terhadap item-item virtual dalam game. Tujuan dari penelitian ini untuk mengetahui pengaruh anteseden kecanduan bermain game mobile online yaitu salience, tolerance, mood modification, relapse, withdrawal dan conflict terhadap niat melakukan pembelian virtual item. Berdasarkan analisis data diketahui: (1) salience berpengaruh positif dan signifikan terhadap niat melakukan pembelian virtual item, (2) tolerance berpengaruh positif dan signifikan terhadap niat melakukan pembelian virtual item, (3) mood modification berpengaruh positif dan signifikan terhadap niat melakukan pembelian virtual item, (4) relapse berpengaruh positif dan signifikan terhadap niat melakukan pembelian virtual item, (5) withdrawal berpengaruh positif dan signifikan terhadap niat melakukan pembelian virtual item, (6) conflict berpengaruh positif dan signifikan terhadap niat melakukan pembelian virtual item.
ANALISIS TECHNOLOGY ACCEPTANCE MODEL (TAM) PADA APLIKASI E-LEARNING : (Studi Kasus Pada Mahasiswa Universitas Putra Bangsa) Alfin Nugroho; Yordan Hermawan Apidana
Journal of Digital Business and Management Vol. 2 No. 2 (2023): Journal of Digital Business and Management
Publisher : LP3M Universitas Putra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32639/jdbm.v2i2.397

Abstract

One of the interesting things to research is how well the use of e-learning as a learning method in higher education. The Technology Acceptance Model (TAM) method is used in this study to evaluate the level of acceptance of e-learning as a learning medium applied in educational institutions. This research is a quantitative research. The population in this study were all students of Universitas Putra Bangsa who had used e-learning-based learning media in lectures. In this study, the sample was taken by purposive sampling. The number of respondents in this study were 100 respondents. Data collection used in this study was by using a questionnaire. While the analysis tool in this research uses multiple regression analysis using SPSS software. Based on data analysis shows that: perceived usefulness has a positive effect on interest in using e-learning, perceived convenience has a positive effect on interest in using e-learning, perceived usefulness and perceived convenience together affect interest in using e-learning. From the results of data analysis in this study, the authors suggest that the Putra Bangsa University institution be able to continue to increase the perception of usefulness and continue to maintain the perception of student ease of use of e-learning learning media.
PENGARUH ANTESEDEN KECANDUAN ONLINE MOBILE GAME TERHADAP NIAT MELAKUKAN PEMBELIAN ITEM VIRTUAL PADA MAHASISWA Apidana, Yordan Hermawan; Kholifah, Kholifah
Journal of Digital Business and Management Vol. 2 No. 1 (2023): Journal of Digital Business and Management
Publisher : LP3M Universitas Putra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32639/jdbm.v2i1.265

Abstract

Mahasiswa yang mengalami kecanduan game game akan mengalami beberapa gejala kecanduan game seperti salience (berpikir tentang bermain game game sepanjang hari), tolerance (waktu bermain game game yang semakin meningkat), mood modification (bermain game game untuk melarikan diri dari masalah), relapse (cenderung untuk bermain game game kembali setelah lama tidak bermain), withdrawl (merasa buruk jika tidak bermain game game), conflict (bertengkar dengan orang lain karena bermain game game secara berlebihan). Mahasiswa yang kecanduan game game dinilai akan melakukan perilaku pembelian terhadap item-item virtual dalam game. Tujuan dari penelitian ini untuk mengetahui pengaruh anteseden kecanduan bermain game mobile online yaitu salience, tolerance, mood modification, relapse, withdrawal dan conflict terhadap niat melakukan pembelian virtual item. Berdasarkan analisis data diketahui: (1) salience berpengaruh positif dan signifikan terhadap niat melakukan pembelian virtual item, (2) tolerance berpengaruh positif dan signifikan terhadap niat melakukan pembelian virtual item, (3) mood modification berpengaruh positif dan signifikan terhadap niat melakukan pembelian virtual item, (4) relapse berpengaruh positif dan signifikan terhadap niat melakukan pembelian virtual item, (5) withdrawal berpengaruh positif dan signifikan terhadap niat melakukan pembelian virtual item, (6) conflict berpengaruh positif dan signifikan terhadap niat melakukan pembelian virtual item.