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Experiential Value and Novelty Cultivating Brand Love and Behavioral Intentions in Technopreneurship Setiawan, Sandy; Alma Tiara, Kania; Rustine, Mira; Hilman, Dodi; Joy, Kathleen; Jumbri, Isma Addi
Aptisi Transactions On Technopreneurship (ATT) Vol 7 No 1 (2025): March
Publisher : Pandawan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34306/att.v7i1.520

Abstract

This study explores the influence of experiential value and novelty on customer satisfaction, brand love, and behavioral intention in robot barista coffee shops (RBCS) in Bandung, Indonesia. The research highlights how these variables interact to shape consumer behavior in a novel service setting. Data from 250 respondents, collected using a purposive sampling method and analyzed through Partial Least Squares (PLS), reveal several key findings. Experiential value significantly improves customer satisfaction, emphasizing the importance of engaging and memorable service experiences. Novelty is also a critical driver, contributing to customer interest and satisfaction by offering unique and innovative service encounters. Customer satisfaction strongly affects brand love, indicating that emotional attachment plays a central role in building customer loyalty. Furthermore, satisfied customers are more likely to exhibit positive behavioral intentions, including repeat visits and advocacy. These results underline the necessity for businesses to continuously innovate and enhance service quality to foster long-term customer relationships. This study not only adds to the limited research on robotic services in Indonesia but also offers practical insights for industry stakeholders aiming to adopt innovative technologies in customer-facing roles. Moreover, the findings contribute to the Sustainable Development Goals (SDGs) by advancing innovation (SDG 9) and promoting sustainable consumption patterns (SDG 12). By integrating robotics and prioritizing customer experience, businesses can create sustainable competitive advantages in the evolving service landscape.
Designing and Developing Digital Computer Game of Plastic Waste Awareness for Young Children Frans, Octavianus; Zufri, Tubagus; Hilman, Dodi
Journal of Games, Game Art, and Gamification Vol. 9 No. 2 (2024)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v9i2.10395

Abstract

Providing education about how to behave or make decisions using game media will enable children to develop positive attitudes in dealing with waste problems which increasingly require our thoughts together. The design method through the stages of observation in the form of visual data search, analysis elaboration mapping problem, then visually determining the essential character as the main idea. The result is a character design with the function that allows player to know the existence of the threads. The game is made to arouse the interest of the players about anticipating plastic waste. This game is made in a 2-dimensional form which conveys information regarding the condition of the plastic waste which is described as attacking and filling the sea. Thus, actions will appear that will foster a sense of care for environmental cleanliness. The prototype of digital computer game was developed using scratch. The result of this prototype will be used for next development.