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iBuss Management
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Core Subject : Science,
iBuss Management is a student journal of International Business Management program of Petra Christian University.
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Articles 4 Documents
Search results for , issue "Vol 9, No 1 (2021): iBuss Management" : 4 Documents clear
The Influence of Perceived Usefulness, Perceived Ease of Use, Perceived Social Influence, and Perceived Enjoyment Toward Brand Attitude with The Mediation of Intention of Engagement: The Case of Shopee Wilson Prayogo; John Sugianto
iBuss Management Vol 9, No 1 (2021): iBuss Management
Publisher : iBuss Management

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Abstract

Gamification has changed the marketing system of many industries around the world, including e-commerce industry. Shopee is one of the big companies that implement gamification in order to increase its  reputation. Researchers are focusing on the use of perceived usefulness, perceived ease of use, perceived social influence, and perceived enjoyment in the gamification strategy that Shopee has used. In this research, the researcher wants to examine whether perceived usefulness, perceived ease of use, perceived social influence, and perceived enjoyment influence intention of engagement and brand attitude of Shopee. Moreover, this research also examines whether intention of engagement mediates the relationship between independent variables and brand attitude. The researcher has collected 100 valid research data obtained from the questionnaires distributed on google form. The data are then analyzed with multiple linear regression and Sobel test. The result of the data analysis concluded that perceived usefulness, perceived ease of use, perceived social influence, and perceived enjoyment does influence intention of engagement and brand attitude. Moreover, the result from the Sobel test concluded that intention of engagement partially mediated the relationship of perceived usefulness, perceived ease of use, perceived social influence, and perceived enjoyment toward brand attitude. Keywords: Perceived Usefulness, Perceived Ease of Use, Perceived Social Influence, Perceived Enjoyment, Intention of Engagement, Brand Attitude, Shopee 
The Influence Of Effort Expectancy, Social Influence, Payment Ability, Hedonic Motivation, Habit, Price Value, Customization And Advancement Towards Purchase Intention Of Virtual Items In The Game Player Unknown Battle Grounds Mobile Grace Angel Leonardy
iBuss Management Vol 9, No 1 (2021): iBuss Management
Publisher : iBuss Management

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Abstract

The rise of technology has made it possible for people to connect with each  other in so many different ways, virtual game world is one of them. This has also  created new phenomenon within the consumer behavior context and studies found that 1.1 billion has been spent by Indonesian gamers to buy virtual  items in online games. Added to the fact that now, games like PUBGM and Mobile  Legend offer mostly non-functional items, which are items that don’t enhance game  progression. The purpose of this research is to know what actually drives people that involves them exchanging real money to buy something intangible and even non-functional to their online characters. In particular, the researcher wants to know the influence effort expectancy, social  influence, payment ability, hedonic motivation, habit, price value, customization  and advancement towards purchase intention of virtual items in the game PUBGM.  The researcher collected 115 valid research data then analyzed using  multiple linear regression. It concluded that effort  expectancy, social influence, payment ability, hedonic motivation, habit, price  value, customization and advancement do affect purchase intention. Moreover, customization, advancement, and social influence act as the  biggest driver of purchase intention to buy non-functional virtual items in  PUBGM. Keywords: Effort Expectancy, Social Influence, Payment Ability, Hedonic Motivation, Habit, Price Value, Customization and Advancement Perceived Enjoyment, Purchase Intention, Virtual Items
Job Autonomy and Supervisor Work-Life Balance Support Impact on Work- Life Balance, Organizational Pride and Job Satisfaction in Surabaya and Jakarta Shefry Frajonsky Simatauw
iBuss Management Vol 9, No 1 (2021): iBuss Management
Publisher : iBuss Management

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Abstract

Work-life balance importance has yet to be recognized by Indonesians. Moreover, with the government decision on increasing the working hours, it might have disrupted the Indonesian work-life balance that is already below the global average. Work-life balance disruption would not only harm the employees, yet the company will also suffer from the impact. Two of the policies that companies can apply to prevent the disruption is job autonomy and supervisor work-life balance support. Therefore, the main purpose of this research is to see the impact of job autonomy and supervisor work-life balance support impact on work-life balance, organizational pride and job satisfaction. In the analysis, 238 data of employees working for companies located in Indonesia are analyzed with Partial Least Square – Structural Equation Modelling (PLS-SEM) in Smart PLS. The findings suggest that job autonomy and supervisor work-life balance support are positively affecting work-life balance, organizational pride as well as job satisfaction. Job autonomy and supervisor work-lifebalance support each only have a positive impact towards job satisfaction when mediated by work-life balance. Furthermore, work-life balance also positively affect job satisfaction. In addition, the relationship of work-life balance and job satisfaction is having a better impact when mediated by organizational pride.Keywords: Work-Life Balance, Job Satisfaction, Job Autonomy, Supervisor Work-Life Balance Support, Organizational Pride
The Impact of Electronic Word of Mouth towards Customers Repurchase Intention with e-Trust and E-Loyalty as the Mediator in Indonesian Ride Hailing Industry: A Case of Go-jek Kevin Darmasaputra
iBuss Management Vol 9, No 1 (2021): iBuss Management
Publisher : iBuss Management

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Abstract

Electronic Word of mouth (eWOM) has changed the fundamental ofmarketing, especially the e-commerce industry. Go-jek (written as Gojek) is a multiservice and digital payment platform founded by Nadiem Makarim, an Indonesian citizen who studies at Harvard University and co-founded by Michaelangelo Moran in 2010. Go-jek is the first ‘Decacorn’ company in Indonesia. Researchers are focusing on the use of Eletronic Word of Mouth that Go-jek has used. In this research, the researcher wants to examine whether quality,quantity, content, intensity can influence repurchase intention of Go-jek. Moreover, this research also examines whether e-trust and e-loyalty act as a mediation between those variables towards online repurchase intention. The researcher has collected 80 valid research data obtained from the questionnaires distributed on Google form.The data are then analyzed with Partial Least Square Structural Equation Modeling (PLS-SEM). The result of the data analysis concluded that eWOM quantity, quality, e-trust, and e-loyalty can affect online repurchase intention. In addition the resultalso found that eWOM content and intensity does not significantly affect online repurchase intention (ORPI). Keywords: Electronic Word of Mouth, Quality, Quantity, Content, Intensity, e-Trust, e-Loyalty, Online Repurchase Intention

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