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Analisis Peran Lembaga Negara dalam Penegakan HAM di Indonesia Adinda Melisa Putri; Alya Deska Safira; Auliah Ramayani; Muhammad Rifky Rizani; Muhammad Dandy Pratama; Sayit Bandung Bondowoso
Referendum : Jurnal Hukum Perdata dan Pidana Vol. 1 No. 4 (2024): Desember : Referendum : Jurnal Hukum Perdata dan Pidana
Publisher : Asosiasi Peneliti dan Pengajar Ilmu Hukum Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/referendum.v1i4.331

Abstract

This paper is intended to analyze how institutions play a role as government institutions in upholding human rights, which focuses on human rights enforcement as reviewed from the performance of Komnas HAM institutions, the Ombudsman and other institutions, as well as the challenges faced in upholding human rights advocacy in Indonesia. Human rights problems are not a new problem in Indonesia, the many human rights violations in Indonesia if this problem continues to be left without evaluation and solutions, it will result in prosecution to the Government in order to solve the existing problems. Even after the reform, human rights violations continue to occur and are signaled in Indonesia, proving the inadequacy of the role of State Institutions to solve problems of human rights violations in Indonesia and ensure real security and protection of justice for the Indonesian people.
The Influence of Influencer Marketing, Electronic Word of Mouth (e-WOM), and Brand Awareness on the Decision to Play Roblox in Mataram City Adinda Melisa Putri; Akhmad Saufi
Al-Kharaj: Journal of Islamic Economic and Business Vol. 8 No. 1 (2026): All articles in this issue include authors from 3 countries of origin (Indonesi
Publisher : LP2M IAIN Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/kharaj.v8i1.9371

Abstract

The development of the online gaming industry in Indonesia prompted this study to analyze the influence of influencer marketing, electronic word of mouth (e-WOM), and brand awareness on the decision to play Roblox in Mataram City. The study aims to test the causal relationship between the three independent variables and the dependent variable using a causal associative quantitative approach. The population is the young generation of active Roblox players in Mataram, with a sample of 97 respondents selected purposively (aged 18-25 years). The instrument, a 5-point Likert questionnaire, was tested for validity (r > 0.196) and reliability (alpha > 0.60), analyzed using SPSS multiple linear regression after classical assumption testing. The results showed a significant simultaneous effect (R² = 0.693; F = 69.891, p < 0.05) and positive partial (influencer marketing β = 0.233 p = 0.012; e-WOM β = 0.480 p = 0.000; brand awareness β = 0.313 p = 0.000), with e-WOM being the most dominant. The conclusion states that all three factors effectively drive gaming decisions, different from physical product studies, with implications for regional digital marketing strategies