Defen, Defen
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Analisis Kebijakan Pemerintah Terkait Ancaman Penggangguran Pasca Kenaikan Inflasi di Kota Bogor Defen, Defen; Deviana Lie; Febbryan Zhangrinto; Jesty, Jesty; Katherine
CEMERLANG : Jurnal Manajemen dan Ekonomi Bisnis Vol. 3 No. 1 (2023): CEMERLANG : Jurnal Manajemen dan Ekonomi Bisnis
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/cemerlang.v3i1.634

Abstract

Inflation and unemployment are the two main problems in the economy, when inflation increases, the prices of goods and wages do not move at the same pace. high inflation and unemployment have a negative impact on the economy and stability of the country. He also stated that if inflation is high, unemployment will be low. This study uses a sample of inflation and unemployment rates in Bogor City in 2019-2021 based on the Central Statistics Agency. The analytical method used is descriptive analysis. The results of this study are the influence of low unemployment has a positive impact on the economy and workers, unemployment that is too low can push inflation up. But if the government takes steps to curb inflation, it could reduce unemployment and trigger a recession.    
THE ROLE OF GAMIFICATION TO INTENTION THROUGH ATTITUDE ON MARKETPLACE APP ADOPTION Lady, Lady; Defen, Defen; Nurjanah, Listia
Journal of Management Small and Medium Enterprises (SMEs) Vol 17 No 3 (2024): JOURNAL OF MANAGEMENT Small and Medium Enterprises (SME's)
Publisher : Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/jom.v17i3.18977

Abstract

This research aims to examine the social influence and shopping motivation in shaping attitudes towards marketplace applications within the context of gamification, as well as to explore how gamification in e-commerce has been shown to increase visitor numbers. The approach used by researchers is a quantitative approach with associative method, with data collection through distributing questionnaires to 337 respondents who has played marketplace app games in Indonesia. The data were analyzed using SmartPLS. The test results show that social influence, recognition, reciprocal benefits have a significant influence on attitudes. However, hedonism does not have a significant influence on attitudes. Meanwhile, attitude also shows a strong mediating influence in linking social influence, recognition, reciprocal benefits to continuous use intentions, but cannot mediate hedonic with continued use intentions and intention to spread WOM. This research explores the relationship between the variables such as social influence, recognition, reciprocal benefit, and hedonic value, which are mediated by attitude to continued use intention and intention to spread WOM in marketplace app, which have hardly been discussed in previous research.