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Hasil Pencarian

Ditemukan 4 dokumen yang sesuai dengan query
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Noval
"Penelitian ini bertujuan untuk menganalisis pengaruh visual appeal terhadap online impulsive buying pada aplikasi tokopedia melalui variabel hedonic browsing pada konsumen aplikasi Tokopedia. Penelitian ini merupakan penelitian eksplanatif dengan pendekatan kuantitatif. Penelitian ini menggunakan 150 responden sebagai sampel penelitian yang diambil berdasarkan metode sampel non-probabilitas. Penelitian ini menggunakan analisis regresi linear sederhana dan uji sobel untuk menganalisis data yang diperoleh dari kuesioner online. Hasil penelitian ini menunjukkan bahwa daya tarik visual berpengaruh positif terhadap hedonic browsing; penelusuran hedonis berpengaruh positif terhadap pembelian impulsif online; dan penelusuran hedonis mampu memediasi daya tarik visual pada pembelian impulsif online. Berdasarkan hasil tersebut menunjukkan bahwa daya tarik visual dapat meningkatkan aktivitas pembelian impulsif secara online. Oleh karena itu, Tokopedia perlu meningkatkan faktor-faktor lain yang dapat meningkatkan kunjungan pengguna Tokopedia yang memungkinkan terjadinya pembelian impulsif.

This research aims to analyze the effect visual appeal on online impulsive buying on the tokopedia application through hedonic browsing variables (study on consumers of the tokopedia application). This research is an explanatory research with a quantitative approach. This study used 150 respondents as research samples taken based on the non-probability method. This research adopt linear regression analysis and sobel test to analyze the data obtained from an online questionnaire. The results of this reasearch indicate that visual appeal have a positive effect on hedonic browsing; hedonic browsing has a positive influence on online impulsive buying; and hedonic browsing is able to mediate visual appeal on online impulsive buying. Based on these results, it shows that the visual appeal can increase impulse buying activities online. Thus, Tokopedia needs to increase the other that can increase the visits of Tokopedia users which allows for impulsive buying."
Depok: Fakultas Ilmu Administrasi Universitas Indonesia, 2021
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UI - Skripsi Membership  Universitas Indonesia Library
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Joshua S. Prawiro
"Tesis ini menganalisa faktor-faktor yang dihipotesiskan dapat mempengaruhi niat konsumen untuk membeli konten game mobile online di Indonesia. Ada lima variable yang dihipotesiskan mempearuhi niat pembeli konsumen pada konten mobile game online di Indonesia yaitu visual appeal, portability, hedonic browsing, perceived risk, dan juga utilitarian browsing. Model penelitian ini diambil dari berbagai peneliti seperti jurnal dan juga studi orang sebelumnya. Menggunakan beberapa jurnal seperti, “Understanding Impulse Buying in Mobile Commerce: An Investigation into Hedonic and Utilitarian Browsing” dari Zheng, Men, Yang, dan Gong, 2019; “Why Do People Play Games? A Meta-analysis” dari Hamari, Keronen, 2017; “Relationaship Between Consumers Percieved Risks and Consumer trust: A Study of Sainsbury Store” dari Amin, Mahasan, 2014; “Understanding Continuance Intention to Play Online Games: The Roles of Hedonic Value, Utilitarian Value, and Perceived Risk” dari Sharma, Ghosh, 2020. Ada Sembilan hipotesis yang disimpulkan dari model yang telah dibikin oleh peneliti. Berdasarkan 213 responden konsumer online gamers di wilayah JABODETABEK yang memenuhi kriteria yang penulis sudah tetapkan, ditemukan bahwa empat variabel dapat mempengaruhi niat pembelian konsumer pada konten mobile game online, yaitu visual appeal, portability, hedonic browsing, dan juga utilitarian browsing.

This thesis analyzes the hypothesized factors that influence consumer intentions to buy online mobile game content in Indonesia. There are five variables that are hypothesized to influence consumer buying intent on online mobile game content in Indonesia, namely visual appeal, portability, hedonic browsing, perceived risk, and also utilitarian browsing. This research model was taken from various researchers such as journals and also previous studies of people. Using several journals such as, “Understanding Impulse Buying in Mobile Commerce: An Investigation into Hedonic and Utilitarian Browsing” from Zheng, Men, Yang, and Gong, 2019; “Why Do People Play Games? A Meta-analysis” from Hamari, Keronen, 2017; "Relationship Between Consumers Perceived Risks and Consumer Trust: A Study of Sainsbury Store" from Amin, Mahasan, 2014; "Understanding Continuance Intention to Play Online Games: The Roles of Hedonic Value, Utilitarian Value, and Perceived Risk" from Sharma, Ghosh, 2020. There are nine hypotheses which are concluded from the model that has been made by researchers. Based on 213 consumer online gamers respondents in the JABODETABEK area who met the criteria set by the authors, it was found that four variables can influence consumer purchase intentions for online mobile game content, namely visual appeal, portability, hedonic browsing, and also utilitarian browsing"
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2022
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UI - Tesis Membership  Universitas Indonesia Library
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Muhammad Aldy Bagaztian
"Penelitian ini bertujuan untuk mengetahui pengaruh dari faktor hubungan antara menu online restoran terhadap niat pembelian konsumen selama pandemi COVID-19 (studi pada Shopee Food di di 8 Kota Besar di Pulau Jawa) serta penelitian ini dilakukan di 8 Kota Besar di Pulau Jawa yang lebih tepatnya di Jakarta, Bogor, Depok, Tangerang, Bekasi, Bandung, Surabaya, & Yogyakarta. Penelitian ini menggunakan data primer dari kuisioner dengan skala likert 1-6, pengambilan sampling dengan menggunakan non-probability sampling, dengan screening pada pengguna layanan delivery apps yang pernah melakukan pembelian makanan atau minuman melalui aplikasi Shopee Food. Penelitian ini menemukan bahwa daya tarik visual menu berpengaruh positif signifikan terhadap keinginan untuk makan. Persepsi risiko COVID-19 juga berpengaruh positif signifikan terhadap keinginan untuk makan. Namun disisi lain ternyata persepsi risiko COVID-19 mempunyai pengaruh negatif signifikan terhadap kenyamanan yang dirasakan dari pemesanan makanan secara online. Penelitian ini menggunakan metode Structural Equation Method (SEM) yang diolah dengan software AMOS versi 22
This study aims to determine the influence of the relationship factor between restaurant online menus on consumer purchase intentions during the COVID-19 pandemic (study on Shopee Food in 8 big cities on Java Island) and this research was conducted in 8 major cities on the island of Java, more precisely in Jakarta, Bogor, Depok, Tangerang, Bekasi, Bandung, Surabaya, & Yogyakarta.. This study uses primary data from a questionnaire with a Likert scale of 1-6, sampling using non-probability sampling, by screening users of delivery apps services who have purchased food or beverages through the Shopee Food application. This study found that the visual appeal of the menu had a significant positive effect on the desire to eat. The perceived risk of COVID19 also had a significant positive effect on the desire to eat. On the other hand, it turns out that the perception of the risk of COVID-19 has a significant negative effect on the perceived convenience of ordering food online. This study uses the Structural Equation Method (SEM) which is processed with AMOS version 22 software."
Depok: Fakultas Ekonomi dan Bisinis Universitas Indonesia, 2021
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UI - Skripsi Membership  Universitas Indonesia Library
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Rahdiyan Dwi Jayarana
"Penelitian ini membahas mengenai pembelian impulsif yang dilakukan konsumen pada social commerce platform Tokopedia yang di pengaruhi oleh peran parasocial interaction, penelitian ini dilakukan di kota-kota besar sepeti Jabodetabek, Hubungan yang dianalisis dalam penelitian ini adalah pengaruh information fit-to-task, visual appeal terhadap percieved usefulness, percieved enjoyment, pengaruh percieved usefulness pada perceived enjoyment, pengaruh Perceived enjoyment terhadap urge to buy impulsively, pengaruh similarity, expertise, likeability terhadap parasocial interaction, pengaruh parasocial interaction terhadap impulse buying tendency, dan pengaruh impulse buying tendency terhadap urge to buy impulsively. Hasil penelitian ini membuiktikan bahwa  Expertise Terhadap Parasocial Interaction, Impulse Buying Tendency Terhadap Urge to Buy Impulsively, Information Fit-to-task Terhadap Perceived Enjoyment, Information Fit-to-task Terhadap Perceived Usefulness, Likeability Terhadap Parasocial Interaction, Parasocial Interaction Terhadap Impulse Buying Tendency, Parasocial Interaction Terhadap Perceived Enjoyment, Perceived Usefulness Terhadap Perceived Enjoyment, Visual Appeal Terhadap Perceived Enjoyment, Visual Appeal Terhadap Perceived Usefulness, memiliki pengaruh positif dan signifikan. Sedangkan 2 hubungan konstruk yaitu Perceived Enjoyment Terhadap Urge to Buy Impulsively, Similarity Terhadap Parasocial Interaction,  tidak memiliki pengaruh positive dan signifikan atau tidak memiliki hubungan.

This research aims to study about impulse buying behavior by consumer at Tokopedia social commerce platform which influenced by parasocial interaction role. This research is implemented on big cities like Jabodetabek. The relationship analyzed in this research is the influence of information fit-to-task, visual appeal to percieved usefulness, percieved enjoyment, percieved usefulness effect on perceived enjoyment, influence of perceived enjoyment toward urge to buy impulseively, influence similarity, expertise, likeability to parasocial interaction, parasocial interaction effect on impulse buying tendency, and influence impulse buying tendency toward urge to buy impulsively. The results of this study confirms that Expertise Against Parasocial Interaction, Impulse Buying Tendency Against Urge to Buy Impulsively, Information Fit-to-task Against Perceived Enjoyment, Information Fit-to-Task Against Perceived Usefulness, Likeability To Parasocial Interaction, Parasocial Interaction To Impulse Buying Tendency , Parasocial Interaction Against Perceived Enjoyment, Perceived Usefulness to Perceived Enjoyment, Visual Appeal to Perceived Enjoyment, Visual Appeal to Perceived Usefulness, has positive and significant influence. While the 2 relations of constructs which are Perceived Enjoyment Against Urge to Buy Impulsively, Similarity to Parasocial Interaction, has no positive and significant influence or no relationship.
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Jakarta: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2018
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UI - Skripsi Membership  Universitas Indonesia Library