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The Effect of Product Quality, Service Quality and Promotion on Customer Satisfaction Nugraha, Muhammad Hadi Maulidin; Yudatama, Akbar
Greenation International Journal of Economics and Accounting Vol. 3 No. 1 (2025): Greenation International Journal of Economics and Accounting (March - May 2025)
Publisher : Greenation Research & Yayasan Global Resarch National

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/gijea.v3i1.338

Abstract

This research aims to determine whether there is an influence of the independent variables, namely product quality (X1), service quality (X2), and promotion (X3) on the dependent variable, namely customer satisfaction (Y). The population in this study were customers of Kopi Dari Hati Petrocafe, Penukal Abab Lematang Ilir Regency, South Sumatra. The data source obtained by the research was through distributing questionnaires and secondary data. This questionnaire was distributed to 130 people as research samples. The analytical tool used to process this research data is SPSS version 25. The results of this research show that product quality, service quality and promotion have a significant effect on customer satisfaction of Kopi Dari Hati Petrocafe, Penukal Abab Lematang Ilir Regency, South Sumatra.
Pengaruh Fear of Missing Out, Brand Image, dan Discount Voucher terhadap Impulse Buying Konsumen Gen-Z pada Platform E-Commerce Shopee di Kecamatan Cigombong, Kabupaten Bogor Kholifah, Novi Aulia; Nugraha, Muhammad Hadi Maulidin
Jurnal Penelitian Ekonomi Manajemen dan Bisnis Vol. 4 No. 4 (2025): Jurnal Penelitian Ekonomi Manajemen dan Bisnis
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jekombis.v4i4.5494

Abstract

This study aims to determine the influence of Fear of Missing Out (FOMO), Brand Image, and Discount Vouchers on Impulse Buying in Generation Z consumers who use the Shopee e-commerce platform in Cigombong District, Bogor Regency. The data source used in this study is primary data by distributing questionnaires, the population in this study is Generation Z consumers (born between 1997 and 2012) who actively use the Shopee e-commerce platform and are domiciled in Cigombong District, Bogor Regency. The selection of Gen-Z is based on their characteristics of being highly responsive to digital influence, promotions, and social trends. The phenomenon of Impulse Buying is increasingly relevant in the digital era, especially among Gen-Z who are heavily influenced by social media and online promotions. The study focuses on Shopee as one of the largest e-commerce platforms in Indonesia, given West Java's dominance in the e-commerce market share and Gen-Z's tendency towards impulse purchases. The sampling technique used non-probability sampling, the method used, namely purposive sampling with the lemeshow formula and obtained the minimum number of samples needed was 96 respondents, which was successfully fulfilled in this study. The analysis tool used is SPSS 27 software. The results of the study show that Fear of Missing Out, Brand Image, and Discount Voucher significantly have a positive effect on the Impulse Buying of Gen-Z consumers on the Shopee e-commerce platform in Cigombong District, Bogor Regency. Specifically, FoMO encourages impulse purchases due to the fear of missing out on trends, strong Brand Image increases spontaneous buying interest, and Discount Vouchers trigger immediate purchase decisions. The combined contribution of these three variables to Impulse Buying suggests that these factors are the main drivers of impulse buying behavior among Gen-Z Shopee users.
Pengaruh Brand Attachment, Desain Visual, dan Iklan Media Sosial terhadap Keputusan Pembelian untuk Melakukan Top-Up dalam Game Love and Deepspace pada Pemain di Indonesia Bagie, Cut Nova Melvira; Nugraha, Muhammad Hadi Maulidin
Jurnal Penelitian Ekonomi Manajemen dan Bisnis Vol. 4 No. 4 (2025): Jurnal Penelitian Ekonomi Manajemen dan Bisnis
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jekombis.v4i4.5495

Abstract

Love and Deepspace is an interactive mobile game in the visual novel genre that has quickly gained significant attention, particularly among teenagers and young adults. A considerable number of users are also involved in purchasing virtual items offered within the game. The primary objective of this study is to determine whether external factors such as brand attachment, visual design, and social media advertising influence users’ interest in purchasing in-game products. Utilizing IBM SPSS version 22, this study employs quantitative analysis methods, with data collected from 96 participants who completed a questionnaire distributed through various social media platforms, including WhatsApp, Twitter, and Facebook. The sampling technique used is Non-probability Sampling with a Purposive Sampling method. A series of tests, including validity and reliability testing, as well as statistical analysis and coefficient of determination, were conducted to analyze the data. The findings indicate that the decision to purchase virtual items (top-up) is positively and significantly influenced by the variables of brand attachment, visual design, and social media advertising. The results of the study show that the decision to purchase virtual goods (top-up) is positively and significantly influenced by the variables of brand attachment, visual design, and social media advertising. Partially, brand attachment (the player's emotional attachment to the game's characters and elements), visual design (iconic characters, eye-catching colors, and funny visual elements), and social media advertising (interactive, informative, relevant, and entertaining) all have a significant influence on purchasing decisions. Simultaneously, these three independent variables together have a positive and significant effect on purchasing decisions in the Love and Deepspace game. This suggests that these factors are important elements that collectively influence consumer behavior in making top-up purchases.