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Yohanes, Jonathan
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INFLUENCE AND PROMOTION ON PURCHASE DECISIONS FOR MR DIY PRODUCTS IN PALEMBANG CITY Falatehan, Falatehan; Mario, Mario; Yohanes, Jonathan; Samatha, Felisca; Tampubolon, Naomi Oktavia
Jurnal Manajemen Vol 13 No 1 (2025): Jurnal Manajemen
Publisher : Program Studi Manajemen Fakultas Ekonomi Universitas Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36546/jm.v13i1.1528

Abstract

This research aims to determine the significant influence of promotions and impulse buying on the purchasing decisions of MR.DIY Indonesia products. This study uses primary data. The population in this research consists of customers or consumers of MR.DIY Indonesia, with a sample size of 120 respondents.The sampling technique employs Slovin’s formula. The analytical techniques used in this study include validity tests, reliability tests, classical assumption tests, multiple linear regression analysis, T-tests, F-tests,and the coefficient of determination, using SPSS software. The results show that there is a significantinfluence of promotions and impulse buying on the purchasing decisions of MR.DIY Indonesia products.
THE EFFECT OF QUALITY PERCEPTION, REFERENCE GROUPS AND SALES PROMOTION ON IMPULSE BUYING OF MOBILE LEGENDS ONLINE GAME PLAYERS Aldrino, Aldrino; Mario, Mario; Yohanes, Jonathan; Samatha, Felisca; Falatehan, Falatehan
Jurnal Manajemen Vol 13 No 1 (2025): Jurnal Manajemen
Publisher : Program Studi Manajemen Fakultas Ekonomi Universitas Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36546/jm.v13i1.1529

Abstract

Online gaming has become a global phenomenon that affects many aspects of life, including cultural, social and economic. One of the most popular online games is Mobile Legends, which belongs to the Multiplayer Online Battle Arena (MOBA) genre. The game has attracted millions of players around the world, including Indonesia, which accounts for about 50% of the total global players. Mobile Legends offers 5 vs 5 team-based gameplay, where each player controls a character or hero with unique roles and skills. Its popularity is also supported by competitive elements through tournaments and player community groupings. This study aims to explore the influence of Mobile Legends on player behaviour, communication patterns, and its impact on learning achievement. The study found that in-game social interactions can create toxic behaviour patterns, especially if players are in a negative reference group. Conversely, a positive reference group can provide a constructive influence. In addition, the intensity of playing this game has a significant impact on students learning achievement. The results show that players who cannot manage their playing time tend to experience a decline in academic performance, while players who can divide their time effectively can benefit from mental relaxation and happiness while playing. Further studies also show that the experience and comfort of playing Mobile Legends influence the intensity of purchasing in-game items. Therefore, further research with a more in-depth approach is needed to explore other factors that play a role in players interaction with the Mobile Legends game.