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Journal : Jurnal Computech

PENERAPAN EWOM UNTUK PENENTUAN KEPUTUSAN PEMBELIAN BARANG VIRTUAL GAME ONLINE (STUDI KASUS : WILAYAH JAWA BARAT) Yunika Komalasari; Dewi Sulastriningsih; Marjito Marjito
Jurnal Computech & Bisnis (e-Journal) Vol 13, No 2 (2019): Jurnal Computech & Bisnis
Publisher : STMIK Mardira Indonesia, Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (972.035 KB) | DOI: 10.55281/jcb.v13i2.205

Abstract

In the current era of globalization, information technology is advancing rapidly. Related to the online game industry. This is exploited by online game developers to benefit from this industry. One way to do virtual product marketing is by the electronic method of word of mouth (EWOM). The purpose of this study was to study the EWOM dimensions of purchasing decisions of virtual goods in online games. The research instrument discusses the questionnaire and uses a Likert scale as the Score score. By conducting descriptive tests, validity, reliability, classic assumptions and multiple linear regression, hypothesized against 100 respondents. The results of this study are known as the Intensity variable which has a positive relationship with Virtual Goods Purchasing Decisions in Online Games with a relationship rate of 7.84%. Opinion Validity Variables have a positive relationship with Virtual Goods Purchasing Decisions in Online Games with a relationship level of 6.60%. Content Variable has a positive relationship to the Purchase Decision of Virtual Goods in Online Games with a relationship level of 41.73%. And the variables Intensity, Opinion Opinion, and Content are positively related to the Purchase Decision of Virtual Goods in Online Games with a relationship level of 64.8%. Keyword : EWOM, Comments Column, Frequency of Use, Positive Comments, Recommendations, Information, Purchase DecisionsDOI : http://doi.org/10.5281/zenodo.3631053
PENGARUH PERCEIVED EASE OF USE DAN PERCEIVED USEFULNESS TERHADAP ATTITUDE TOWARD USING PADA OJEK ONLINE UBER Yunika Komalasari; Marjito Marjito
Jurnal Computech & Bisnis (e-Journal) Vol 13, No 1 (2019): Jurnal Computech & Bisnis
Publisher : STMIK Mardira Indonesia, Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (513.362 KB) | DOI: 10.55281/jcb.v13i1.186

Abstract

Transportation is a service provided to help goods or people to be taken from one place to another, the presence of online transportation applications that can be easily installed on a smartphone. The presence of online application-based transportation services that use the internet is very influential for the community in all activities quickly and efficiently. The purpose of this study is to determine the level of acceptance of uber application technology as an online transportation media, where this study is to find out and explain the influence of perceived ease of use on the Uber application. From the results of path analysis it can be concluded that: the perception of ease of use (Perceived Ease of Use) variable has a significant positive effect on attitude (Attitude Toward Using), the perception of the usefulness variable (Perceived Usefulness) has a significant positive effect on attitude (Attitude Toward Using), the perception of ease of use (Perceived Usefulness) and the perception of the usefulness of use (Perceived Usefulness) has a significant positive effect on attitude of use (Attitude Toward Using) with a value of t count of 5.371 in sig. t amounting to 0,000Keywords: Perception of Ease of Use, Perception of Use, Attitude of UseDOI : http://doi.org/10.5281/zenodo.3625290