Young, Felina
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ECOPRENEURSHIP FOR SUSTAINABILITY BUSINESS IN MILLENNIAL GENERATION Christina, Lenny; Young, Felina; Siswanti, Indra
Jurnal Riset Bisnis dan Manajemen Vol. 17 No. 2 (2024): August Edition
Publisher : Faculty of Economic and Business, University of Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jrbm.v17i2.10908

Abstract

   This study aims to analyze the influence Ecopreneurship implications on Competitive Advantage and sustainability business SMEs millennia generation in Indonesia and Philippine. This research done with Quantitative Method using Structural Equation Modelling (SEM) analysis with software Partial Least Square (PLS). The population in this study was a sample of 100 people and the sampling technique is random sampling. This study proves the effect of ecopreneurship on competitive advantage and business sustainability except that eco-opportunity does not affect business sustainability. It is also proven that competitive advantage does not mediate Eco-commitment to Business Sustainability in the millennial generation. The novelty in this research is the Sustainability Business model for the millennial generation through ecopreneurship.
The Influence of Gamification and Application-Based Loyalty Systems on Customer Satisfaction on E-Commerce Platforms: Pengaruh Gamifikasi dan Sistem Loyalitas Berbasis Aplikasi terhadap Kepuasan Pelanggan pada Platform E-Commerce Supraptiningsih, Joelianti Dwi; Young, Felina
Jurnal Bisnis dan Ekonomi Vol 3 No 4 (2025): Jurnal Bisnis dan Ekonomi
Publisher : OGZ Research & Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61597/jbe-ogzrp.v3i4.155

Abstract

Abstract : Objective : This study aims to examine the effect of gamification on customer satisfaction and loyalty systems. The research seeks to understand how the implementation of interactive game elements—such as rewards, points, and challenges—can influence customers’ satisfaction and strengthen their loyalty toward a brand or platform. Methodology : The research applies a quantitative approach using survey methods with 120 respondents who actively use e-commerce applications. Data analysis was carried out using SEM Model with PLS. Research Results: The results indicate that gamification positively and significantly affects both customer satisfaction and loyalty systems, and that the loyalty system also contributes to higher customer satisfaction. These findings suggest that integrating gamification into loyalty strategies can effectively enhance customer engagement and long-term loyalty. The study highlights the importance of designing enjoyable, rewarding, and interactive customer experiences as a strategic approach to improving satisfaction and retention. Keywords: Gamification; Loyalty System; Customer Satisfaction; E-Commerce