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Peran Milenial Dan Gen Z Dalam Mendorong Kewirausahaan Di Indonesia: Analisis Teori Sct Dalam Konteks Pengasuhan Otoritatif Anisah, Tiara Nur; Putra, Reska Anggara; Ernestivita, Gesty; Setyanta, Budi
ProBank Vol 9, No 1 (2024)
Publisher : STIE AUB Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36587/probank.v9i1.1738

Abstract

Penelitian ini bertujuan untuk mengetahui hubungan antara authoritative parenting, self-efficacy dan kreativitas terhadap kesiapan kewirausahaan pada generasi milenial dan gen Z dengan menerapkan Social Cognitive Theory (SCT). Peran pola asuh orang tua dalam membentuk sikap anak-anak, termasuk menanamkan kecenderungan kewirausahaan sejak usia dini, sangat penting. Sebanyak 250 responden terlibat dalam penelitian ini. Dengan menggunakan analisis SEM-PLS, hasilnya menegaskan setiap hipotesis yang diajukan, menawarkan wawasan yang signifikan ke dalam interaksi antara pengasuhan otoritatif, self-efficacy, kreativitas, dan kesiapan kewirausahaan. Temuan ini memvalidasi beberapa dugaan kunci yang awalnya diusulkan oleh para peneliti. Awalnya, pengasuhan otoritatif menunjukkan dampak positif dan substansial pada kesiapan kewirausahaan. Selain itu, self-efficacy dan kreativitas telah menunjukkan efek penting pada kesiapan kewirausahaan. Hasil lebih lanjut menunjukkan bahwa efikasi diri dan kreativitas secara positif dan signifikan mempengaruhi kesiapan kewirausahaan. Kesimpulan yang diperoleh dari penelitian ini menunjukkan bahwa pola asuh otoritatif dapat membentuk perkembangan karakter anak, menumbuhkan tingkat kreativitas dan kepercayaan diri yang diperlukan untuk kewirausahaan.
Analysis of External Environmental Factors in the Development of R.A.P Studio & Production Business Putra, Reska Anggara; Ansori, Ayu Diana
QISTINA: Jurnal Multidisiplin Indonesia Vol 4, No 1 (2025): June 2025
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/qistina.v4i1.6194

Abstract

Tujuan penelitian ini adalah untuk mendeskripsikan masalah yang ada pada R.A.P Studio Production sekaligus memberikan gambaran strategi pengembangan yang didasarkan dari faktor lingkungan ekternal. Lokasi penelitian berada di R.A.P Studio Production.  Penelitian ini merupakan penelitian deskriptif kualitatif. Teknik pengumpulan data dilakukan melalui wawancara, observasi dan pengumpulan dokumen-dokumen pendukung. Hasil dari penelitian menunjukkan bahwa R.A.P Studio Production belum memiliki izin penuh badan usaha, harga jual belum didasarkan dari tingkat perekonomian masyarakat dan pemasaran berbasis komunitas belum dilakukan. Pemanfaatan teknologi informasi dan digital marketing belum dimanfaatkan secara maksimal. Strategi pemasaran dengan branding alat-alat yang canggih menjadi alat promosi yang bagus yang disertai dengan promosi dan pemasaran berbasis digital marketing untuk meningkatkan jangkauan pasar dan kualitas jasa. Produk lain bisa dikembangkan untuk menambah pilihan jasa yang bisa ditawarkan kepada konsumen. Serta legalitas badan usaha diperlukan untuk memperkuat status usaha.
The Effect of Gamification on Purchase Decisions: Mediation of Customer Experience and Customer Brand Engagement Nuranti, Barida Rakhma; Ansori, Ayu Diana; Saputra, Viant Anggi; Putra, Reska Anggara; Nugroho, Andhika Adhi; Widiyanti, Listya Shafa; Lestari, Wiwit
Majapahit Journal of Islamic Finance and Management Vol. 5 No. 4 (2025): Islamic Finance and Management
Publisher : Universitas KH. Abdul Chalim Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31538/mjifm.v5i4.657

Abstract

This study aims to analyze the effect of gamification on purchase decisions, mediated by customer experience and customer brand engagement, among users of the "Indomaret Saku" platform in Yogyakarta. This research adopts a quantitative approach with primary data collected through a comprehensive questionnaire using a 5-point Likert scale. The population comprises users of the Indomaret Saku application in Yogyakarta, with a final sample of 166 respondents selected through purposive sampling techniques based on specific criteria including age range, application usage frequency, and geographical location. Data analysis was performed using the Partial Least Squares (PLS) method with SmartPLS 3.0 software, enabling rigorous testing of the proposed structural model. The results demonstrate that gamification exerts a positive and significant effect on both customer experience and customer brand engagement. Furthermore, the analysis confirms that customer experience and customer brand engagement significantly mediate the relationship between gamification and purchase decisions, highlighting the complex psychological mechanisms through which game elements influence consumer behavior in digital platforms.
The Effect of Gamification on Purchase Decisions: Mediation of Customer Experience and Customer Brand Engagement Nuranti, Barida Rakhma; Ansori, Ayu Diana; Saputra, Viant Anggi; Putra, Reska Anggara; Nugroho, Andhika Adhi; Widiyanti, Listya Shafa; Lestari, Wiwit
Majapahit Journal of Islamic Finance and Management Vol. 5 No. 4 (2025): Islamic Finance and Management
Publisher : Universitas KH. Abdul Chalim Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31538/mjifm.v5i4.657

Abstract

This study aims to analyze the effect of gamification on purchase decisions, mediated by customer experience and customer brand engagement, among users of the "Indomaret Saku" platform in Yogyakarta. This research adopts a quantitative approach with primary data collected through a comprehensive questionnaire using a 5-point Likert scale. The population comprises users of the Indomaret Saku application in Yogyakarta, with a final sample of 166 respondents selected through purposive sampling techniques based on specific criteria including age range, application usage frequency, and geographical location. Data analysis was performed using the Partial Least Squares (PLS) method with SmartPLS 3.0 software, enabling rigorous testing of the proposed structural model. The results demonstrate that gamification exerts a positive and significant effect on both customer experience and customer brand engagement. Furthermore, the analysis confirms that customer experience and customer brand engagement significantly mediate the relationship between gamification and purchase decisions, highlighting the complex psychological mechanisms through which game elements influence consumer behavior in digital platforms.