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EVALUASI BRANDING KOTA PAYAKUMBUH SEBAGAI KOTA RENDANG Syarif Hidayatullah; Ma’ruf; Verinita
Journal Publicuho Vol. 7 No. 2 (2024): May - July - Journal Publicuho
Publisher : Halu Oleo University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35817/publicuho.v7i2.439

Abstract

This study focused to find out the relationship among several aspects such as attitude toward the brand, brand image, brand equity, and brand preference. By using a quantitative approach and online questionnaires were distributed to 143 tourists who had visited the city of Payakumbuh as Kota Rendang in the last 5 years. A purposive sampling technique with several criteria was used to separate unqualified participants, and then the data was analyzed with the Structural Equation Modeling - Partial Least Square (SEM-PLS) technique by assisting Smart-PLS Software's latest version. The result shows that all research expectations are met.
THE EFFECT OF PRICE VALUE, HEDONIC MOTIVATION, HABIT, AND FOMO ON METAVERSE GAMES IN INDONESIA Rahmat Hidayat; Vera Pujani; Hafiz Rahman; Ma’ruf
Multidiciplinary Output Research For Actual and International Issue (MORFAI) Vol. 6 No. 1 (2026): Multidiciplinary Output Research For Actual and International Issue
Publisher : RADJA PUBLIKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54443/morfai.v6i1.4660

Abstract

The rapid and ongoing evolution of metaverse technology presents a dual-edged sword, offering both exciting new opportunities as well as significant challenges that pertain to its public adoption, particularly within the Indonesian context. This research endeavor aims to thoroughly investigate the various determinants that intentions to use of metaverse games technology among individuals in Indonesia. The theoretical framework underpinning this research is grounded in the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2), which serves as a robust model for understanding technology acceptance. To achieve the objectives of this study, a quantitative research method was employed. This involved the distribution of offline and online questionnaires to a total sample of 324 participants. All participants were selected using purposive sampling techniques and had at least some level of awareness or prior experience with metaverse games technology. For the analysis phase, data processing utilized Structural Equation Modeling AMOS (SEM-AMOS) to validate hypotheses. The findings derived from this research indicate that key factors namely FOMO exert a significant influence on individuals intention to use metaverse games technology across Indonesian users.