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Hasil Pencarian

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Hasian, Vezia Berliana
"Penelitian ini bertujuan untuk mengetahui pengaruh Platform Interactivity, Platform Information Quality, Knowledge Rareness, Knowledge Personalization, Knowledge Contributor Professionalism, dan Knowledge Contributor Charisma terhadap Perceived Value dan Repurchase Intention dengan Peran Mediasi Satisfaction Pada PenggunaOnline Paid Knowledge. Penelitian ini menguji 200 data yang diperoleh dari pengguna produk online paid knowledge di Indonesia. Penelitian ini merupakan penelitian deskriptif dengan pendekatan kuantitatif, dengan teknik sampling non-probability purposive sampling. Pengolahan data penelitian ini menggunakan metode Structural Equation Modelling Partial Least Square (SEM-PLS) dengan menggunakan aplikasi SMART PLS 3. Hasil penelitian ini menunjukan bahwa adanya hubungan positif antara Platform Information Quality, Knowledge Rareness, Knowledge Personalization, Knowledge Contributor Professionalism, dan Knowledge Contributor Charisma terhadap Perceived Value. Namun, tidak ada pengaruh yang signifikan pada Platform Interactivity terhadap Perceived Value. Perceived Value juga ditemukan memiliki pengaruh hubungan positif terhadap Repurchase Intention dan Satisfaction. Sedangkan, Satisfaction juga memiliki pengaruh hubungan positif terhadap Repurchase Intention, serta Satisfaction terbukti memediasi Perceived Value dan Repurchase Intention.

This study aims to determine the effect of Platform Interactivity, Quality of Platform Information, Scarcity of Knowledge, Personalization of Knowledge, Professionalism of Knowledge Contributors, and Charisma of Knowledge Contributors on Perceived Value and Repurchase Intention with the Mediation Role of Satisfaction in Online Paid Knowledge Users. This study examines 200 data obtained from users of online paid knowledge products in Indonesia. This research is a descriptive research with a quantitative approach, using a non-probability purposive sampling technique. The processing of this research data uses the Structural Equation Modeling Partial Least Square (SEM-PLS) method using the SMART PLS 3 application. The results of this study indicate that there is a positive relationship between Platform Information Quality, Knowledge Rareness, Knowledge Personalization, Knowledge Contributor Professionalism, and Knowledge Contributor Charisma to Perceived Value. However, there is no significant effect on Platform Interactivity on Perceived Value. Perceived Value was also found to have a positive relationship with Repurchase Intention and Satisfaction. Meanwhile, Satisfaction also has a positive relationship with Repurchase Intention, and Satisfaction is proven to mediate Perceived Value and Repurchase Intention."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2023
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UI - Skripsi Membership  Universitas Indonesia Library
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Muhammad Naufal Abdurrahman
"Meningkatnya permintaan untuk bepergian dan didukung oleh peningkatan teknologi, membantu industri seperti agen perjalanan online yang berkembang pesat dengan penjualan dan pengguna baru selama bertahun-tahun. Penelitian ini mencoba mengkaji faktor-faktor apa saja yang mendorong konsumen melakukan pembelian dari aplikasi online travel agent seperti Traveloka dengan menggunakan framework Stimulus - Organism - Response.
Lima variabel yang dianggap sebagai stimulus (Appearance, Security, Online Promotion, Brand Reputation, Brand Familiarity), dua variabel sebagai organism (Trust & Attitude) dan satu variabel sebagai response (Purchase Intention). Terdapat total 274 responden yang dikumpulkan melalui kuesioner online untuk penelitian ini. Penelitian ini menggunakan Structural Equation Modeling (SEM) menggunakan software AMOS 24 untuk menganalisis model penelitian. Berdasarkan total 13 hipotesis yang diajukan, 8 hipotesis diterima dan 5 hipotesis ditolak.
Hasil penelitian memperkuat kerangka Stimulus - Organisme - Respon, dengan semua variabel stimulus setidaknya memiliki satu jalur signifikan ke organism baik terhadap trust atau attitude, sedangkan kedua variabel organism menunjukkan hubungan yang signifikan dan kuat terhadap Purchase Intention. Lebih lanjut, hasil penelitian ini dapat memberikan wawasan bagi Traveloka dan para pesaingnya, untuk melihat stimulus seperti apa yang berpengaruh terhadap niat pembelian konsumen.

With the increasing demand to travel and supported by major technological improvement help industry such as online travel agent thriving with sales and new users over the years. This research tries to examines what factors that drives consumers to make a purchase from online travel agent application such as Traveloka using Stimulus - Organism - Response framework.
Five variables considered as stimulus (Appearance, Security, Online Promotion, Brand Reputation, Brand Familiarity), two variables as organism (Trust & Attitude) and one variable as response (Purchase Intention). There are total of 274 respondents collected through online questionnaire for this research. This research uses Structural Equation Modelling (SEM) using AMOS 24 software to validate and analyze the research model. Based on the total of 13 hypotheses proposed, 8 hypotheses are accepted and 5 rejected.
The results strengthen the Stimulus - Organism - Response framework, with all stimulus variable at least have one significant path to organism either to Trust or Attitude, while both organism variable shows significant and strong relationship towards Purchase Intention. Furthermore, the results of this study could provide insight for Traveloka and its competitors, to decide what kind of stimulus that helps them acquire consumers.
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Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2022
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UI - Tesis Membership  Universitas Indonesia Library
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Chiara Azura Hanifah
"Penelitian ini bertujuan untuk mengetahui faktor-faktor yang memengaruhi dorongan pembelian impulsif produk pakaian pada TikTok live stream shopping. Untuk memahami hal tersebut, penelitian mengadopsi kerangka Stimulus-Organism-Response yang menjelaskan bagaimana lingkungan eksternal dapat memengaruhi perilaku individu melalui keadaan afektif dan kognitif mereka. Pengumpulan data dilakukan kepada 277 responden di Indonesia yang pernah menonton penjualan produk pakaian pada TikTok live stream shopping. Data dianalisis menggunakan metode PLS-SEM dengan software SmartPLS 3.0. Hasil penelitian menunjukkan bahwa streamer attractiveness, trustworthiness, dan expertise memiliki pengaruh yang positif dan signifikan terhadap perceived enjoyment. Kemudian, product usefulness, purchase convenience, dan product price memiliki pengaruh yang positif dan signifikan terhadap perceived usefulness. Selanjutnya, perceived usefulness secara positif memengaruhi perceived enjoyment, dan kedua variabel organism tersebut memengaruhi dorongan pembelian impulsif produk pakaian pada TikTok live stream shopping.

This study is aimed to identify factors affecting the urge of clothing products impulsive buying on TikTok live stream shopping. To understand that behavior, this study adapted the Stimulus-Organism-Response (S-O-R) Framework that explains how external stimuli affects an individual's behavior through their affective and cognitive state. Data collection was conducted on 277 respondents in Indonesia who had watched clothing products sale on TikTok live stream shopping. Data was analyzed using the PLS-SEM method with SmartPLS 3.0 software. The result of this study shows that streamer attractiveness, trustworthiness, and expertise have a positive and significant effect on perceived enjoyment. Then, product usefulness, purchase convenience, and product price have a positive and significant effect on perceived usefulness. Furthermore, perceived usefulness positively affects perceived enjoyment, and those two organism have a significant and positive effect on the urge of clothing products impulsive buying on TikTok live stream shopping."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2023
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UI - Skripsi Membership  Universitas Indonesia Library
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Vania Margaretta
"Perubahan iklim dan lingkungan yang memburuk meningkatkan kepedulian konsumen terhadap lingkungan dan konsumsi green product. Salah satu cara yang dapat dilakukan perusahaan di tengah-tengah masalah lingkungan dan ekonomi ini dengan melakukan green marketing. Menggunakan theory of planned behavior dan stimulusorganism-response, penelitian ini mengusulkan untuk mengekplorasi purchase experience, green perceived value, green perceived risk, environmental consciousness, green attitude, green trust, dan purchase intention untuk produk the body shop. Penelitian ini mengembangkan model penelitian dan diuji secara empiris dengan menggunakan metode SEM AMOS. Berdasarkan sampel dari 274 orang responden, hasilnya menunjukkan bahwa ada efek signifikan antara, previous purchase experience terhadap environmental consciousness, previous purchase experience terhadap green trust, green perceived value terhadap environmental consciousness, green perceived value terhadap green attitude, green perceived value terhadap green trust, green perceived risk terhadap green attitude, environmental consciousness terhadap purchase intention, green attitude terhadap purchase intention, dan green trust terhadap purchase intention.

Climate change and the worsening environment are increasing consumer concern for the environment and consumption of green products. One way that companies can do amid environmental and economic problems is by doing green marketing. Using the theory of planned behavior and stimulus-organism-response, this study proposes to explore purchase experience, green perceived value, green perceived risk, environmental consciousness, green attitude, green trust, and purchase intention for the body shop products. This study developed a research model and tested empirically using the SEM AMOS method. Based on a sample of 274 respondents, the results show that there is a significant effect between previous purchase experience on environmental consciousness, previous purchase experience on green trust, green perceived value on environmental consciousness, green perceived value on green attitude, green perceived value on green trust, green perceived risk to green attitude, environmental consciousness to purchase intention, green attitude to purchase intention, and green trust to purchase intention."
Jakarta: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2022
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UI - Tesis Membership  Universitas Indonesia Library
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Gabriella Olivia Kristi
"Tren baru dalam memasarkan produk melalui live social commerce seperti pada Instagram dan Tiktok serta adanya penilaian terhadap masyarakat Indonesia yang cenderung untuk memiliki perilaku pembelian impulsif merupakan sebuah peluang yang dimanfaatkan oleh para pemilik toko online untuk meningkatkan penjualan. Berasal dari faktor-faktor seperti daya tarik, kepercayaan, keahlian, kegunaan produk, kenyamanan pembelian, dan harga produk yang dapat mempengaruhi perilaku, penelitian ini menganalisis pengaruh faktor-faktor tersebut dan motivasi yang mendasari terjadi pembelian impulsif produk fashion secara online melalui live di Instagram dan Tiktok. Model penelitian ini didasarkan pada kerangka SOR (stimulus-organism-response) untuk mengeksplorasi reaksi dan perilaku konsumen yang disebabkan oleh faktor stimulus tertentu. Model pengukuran dibuat berdasarkan 150 respon valid di sosial media Instagram dan Tiktok dari kuesioner online dengan bantuan Structural Equation Modeling (SEM) menggunakan SmartPLS. Hasil dari analisis menunjukkan tidak ada perbedaan signifikan diantara kedua sosial media ini. Hasil penelitian ini dapat memberikan rekomendasi yang bermanfaat bagi pelaku usaha online di social commerce dalam produk fashion pada live di Instagram dan Tiktok dengan memperhatikan kenikmatan (perceived enjoyment) dan kenyamanan (purchase convenience) yang dirasakan konsumen, serta kegunaan (purchase usefulness) produk fashion yang dijual pada live sebagai dorongan untuk melakukan pembelian secara impulsif.

Online shop owners can boost sales by utilizing emerging trends in product marketingthrough live social commerce platforms like Instagram and Tiktok along with researchon Indonesian consumers' tendency for impulsive buying. This study examines the influence of these elements and the underlying motive for impulsive buying of fashionproducts online via live on Instagram and Tiktok. These factors include attractiveness, trustworthiness, expertise, product usefulness, purchase convenience, and product prices. This research model is based on the SOR (stimulus-organism-response) framework and is used to examine consumer reactions and behavior as a result of various stimulus factors. The measurement model was created based on 150 valid responses on Instagram and Tiktok from online questionnaires using PLS-SEM method. The results of the analysis show that there is no significant difference betweenthe two social media. This research could give usefull recommendation for online business in social commerce in developing marketing strategies for selling fashion products on live Instagram and Tiktok by paying attention to perceived enjoyment, purchase convenience and purchase usefulness as a stimulus to make impulse buying."
Jakarta: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2022
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UI - Tesis Membership  Universitas Indonesia Library
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Lintang Anjani
"Penetrasi internet yang tumbuh pesat serta penggunaan aplikasi seluler menyebabkan peningkatan ekonomi digital dan terus berkembangnya bisnis online, termasuk di Indonesia. Berbagai bisnis online memasarkan produknya melalui media sosial seperti Instagram, salah satunya adanya merek alas kaki PVRA dan MADER. Penelitian ini mengajukan perspektif value-attitude- behavior seperti utilitarian value, hedonic value, dan attitude serta faktor lain yaitu privacy dan trust untuk meneliti alasan pembeli terhadap online repurchase intention. Pengumpulan data dilakukan dengan instrumen kuesioner dan terkumpul 180 responden yang kemudian diolah menggunakan metode PLS-SEM.
Hasil dari penelitian ini menunjukkan bahwa utilitarian value memiliki pengaruh positif pada attitude responden MADER terhadap online repurchase intention. Kemudian, hedonic value memiliki pengaruh positif pada attitude responden PVRA maupun MADER terhadap online repurchase intention mereka. Berikutnya, trust memiliki pengaruh positif pada attitude responden PVRA dan MADER terhadap online repurchase intention. Selain itu, attitude memiliki pengaruh positif terhadap online repurchase intention baik pada responden PVRA maupun responden MADER.

Rapidly growing internet penetration and the use of mobile applications have led to an increase in the digital economy and the continued development of online businesses, including in Indonesia. Various online businesses market their products through social media such as Instagram, one of which are footwear brand name PVRA and MADER. This research proposes the perspective of value- attitude-behaviors such as utilitarian value, hedonic value, and attitude and other factors, such as privacy and trust to examine the reasons for buyers towards the online repurchase intention. Data collection was done by questionnaire instruments and has been collected 255 respondents which were then processed using the PLS-SEM method.
The results of this study indicate that utilitarian value has a positive influence on the attitude of MADER respondents to the online repurchase intention. Then, hedonic value has a positive influence on the attitude of PVRA and MADER respondents to their online repurchase intention. Next, trust has a positive influence on the attitude of PVRA and MADER respondents to the online repurchase intention. In addition, attitude has a positive influence on online repurchase intention in both PVRA respondents and MADER respondents.
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Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2019
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UI - Skripsi Membership  Universitas Indonesia Library
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Muhammad Masao
"Pertumbuhan pengguna Netflix mengalami kenaikkan secara global setiap tahunnya dan Indonesia menjadi salah satu pasar terbesar yang ada di Asia Tenggara. Namun Netflix akan mencapai puncaknya yang nantinya akan mengakibatkan pengurangan bahkan mengurangi pengguna Netflix. Tujuan penelitian ini adalah untuk melihat pengaruh confirmation, flow, perceived usefulness, perceived enjoyment, dan satisfaction terhadap continuance intention pada pengguna Netflix dengan menggunakan model ECM-IT extended dan variabel hedonis. Dalam mengolah data responden, digunakan SPSS dan AMOS untuk menganalisis sebanyak 271 responden. Hasil yang didapatkan menunjukkan bahwa satisfaction dan perceived enjoyment memiliki hubungan paling signifikan terhadap continuance intention dan kemudian flow dapat mempengaruhi continuance intention yang dimediasi oleh perceived enjoyment. Kemudian tidak ditemukan hubungan antara perceived usefulness dan confirmation dengan continuance intention.

The growth of Netflix users has increased globally every year and Indonesia is one of the largest markets in Southeast Asia. But Netflix will reach its peak which will eventually result in a reduction or even a reduction in Netflix users. The purpose of this study was to examine the effect of confirmation, flow, perceived usefulness, perceived enjoyment, and satisfaction with continuation intentions on Netflix users using the extended ECM-IT model and hedonic variables. In processing respondent data, SPSS and AMOS were used to analyze 271 respondents. The results obtained show that satisfaction and enjoyment have the most significant relationship to continuance intention and flow can influence continuance intention which is mediated by pleasure. Then, there are no relationship was found between perceived usefulness towards continuance intention."
Jakarta: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2022
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UI - Tesis Membership  Universitas Indonesia Library
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Muhammad Dani Ardiansyah Irwendy
"Seiring berkembangnya game serta jumlah massa pemain game hingga sekarang, banyak perusahaan game yang memiliki franchise besar mampu untuk memproduksi game untuk franchise tersebut setiap tahunnya. Kumpulan game dari satu franchise milik perusahaan game tertentu yang dikeluarkan setiap tahunnya disebut dengan annually released games. Salah satu platform distribusi game digital yang menjadi pasar game terbesar untuk annually released games pada saat ini adalah Steam. Setiap annually released games yang dikeluarkan dari suatu franchise diharapkan akan memiliki kualitas dan fitur tambahan yang lebih baik dari versi game tersebut di tahun sebelumnya. Meskipun seperti itu, kenyataannya masih terdapat annually released games yang tidak lebih baik dari versi sebelumnya yang menyebabkan pengguna tidak tertarik untuk membeli versi selanjutnya dari annually released games tersebut. Oleh karena itu, penelitian ini bertujuan untuk menganalisis faktor-faktor yang memengaruhi repurchase intention terhadap annually released games pada platform Steam jika dilihat dari expectation-confirmation model (ECM). Penelitian ini menggunakan pendekatan kuantitatif dengan melibatkan total 270 responden yang setidaknya pernah membeli satu annually released games. Data penelitian diolah dan dianalisis menggunakan teknik structural equation modeling (SEM) dengan metode partial least squares (PLS) melalui tools SmartPLS.Hasil penelitian ini mengindikasikan bahwa confirmation memengaruhi keempat dimensi perceived value dan satisfaction secara signifikan. Emotional value ditemukan memiliki pengaruh yang signifikan terhadap satisfaction. Intention to repurchase annually released games dipengaruhi secara signifikan oleh satisfaction, value-for-money value, dan social value. Perolehan penelitian ini dapat digunakan untuk penelitian selanjutnya yang membahas topik serupa dan memberikan perspektif dan wawasan baru kepada pengembang annually released games saat ini dan masa depan.

Along with the development of games and the number of game players until now, many game companies with large game franchises are able to produce games for their franchise annually. A collection of games from one franchise belonging to a particular game company that are released every year are called annually released games. One of the digital game distribution platforms that is becoming the largest gaming market for annually released games is Steam. Every game that is released every year from a franchise is expected to have better quality and additional features than the version of the game in the previous year. Even so, in reality there are still annually released games that are not better than the previous version, which causes users to not be interested in buying the next version of that game. Therefore, this study aims to analyze the factors that influence repurchase intention of annually released games on Steam platform when viewed from expectation-confirmation model (ECM). This study used a quantitative approach involving a total of 270 respondents who have repurchased at least one annually released game. The research data was processed and analyzed using structural equation modeling (SEM) technique with partial least square (PLS) method and SmartPLS tools. The results indicated that confirmation significantly affects all four dimensions of perceived value and satisfaction. Emotional value was found to have a significant influence on satisfaction. Intention to repurchase annually released games is influenced significantly by satisfaction, value-for-money value, and social value. The results of this research can be used for further research that discusses similar topics and may provide further perspectives and insights to current and future annually released games developers."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2022
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UI - Skripsi Membership  Universitas Indonesia Library
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Khafri Ramadhan
"Semakin pesatnya perkembangan mobile device di era digitalisasi ini membuat mobile application seperti mobile games ikut berkembang pula. Perkembangan ini mendorong pasar dari mobile games semakin kompetitif. Hal ini mengakibatkan hanya ada beberapa games saja yang dapat bertahan. Dengan melimpahnya mobile games yang ada pada platform pengunduhan mobile application seperti Google Play Store dan iOS Play Store, pengguna dari mobile games ini akan menghapus games yang diunduhnya apabila tidak memberikan pengalaman bermain yang menyenangkan pada percobaan pertamanya. Padahal, persepsi kesenangan ini sering dianggap sebagai faktor penting yang mempengaruhi niat pengguna untuk melanjutkan bermain mobile games tersebut.
Oleh karena itu, penelitian ini bertujuan untuk mengetahui faktor-faktor apa saja yang mempengaruhi persepsi kesenangan dan mengetahui apakah persepsi kesenangan ini mempengaruhi niat pengguna untuk melanjutkan bermain mobile games. Adapun model penelitian ini mengadopsi variabel laten seperti persepsi kemudahan pemakaian, interaktivitas, tantangan, variasi, orisinalitas, desain estetis, interaksi sosial dan identitas bersama untuk mengukur persepsi kesenangan dan efeknya terhadap niat pengguna untuk melanjutkan bermain mobile game. Model ini diuji dengan menggunakan metode Partial Least Square Structural Equation Modeling PLS-SEM dengan jumlah sampel 205 responden dan dianalisis hasilnya.
Hasilnya ditemukan bahwa persepsi kemudahan pemakaian, tantangan, orisinalitas, desain estetis dan interaksi sosial berpengaruh terhadap persepsi kesenangan dan niat pengguna untuk melanjutkan bermain mobile game didorong oleh persepsi kesenangan. Analisis siklus hidup adopsi teknologi dan matriks kesetiaan digunakan untuk mempertajam analisis penelitian ini yang bertujuan menghasilkan strategi yang dapat diterapkan oleh pengembang mobile games.

The rapid development of mobile devices in digitalization era makes mobile applications such as mobile games are growing. This development pushed mobile games market more competitively. This resulted only a few games can survive in market. With the abundance of mobile games on the mobile application download platform like the Google Play Store and iOS Play Store, users of these mobile games will remove the downloaded mobile games if they don rsquo t provide enjoyment of game experience on their first try. In fact, the perceived enjoyment is often considered as an important factor that affects the user 39 s intention to continue playing the games.
Therefore, this study aims to determine what factors affect the perceived enjoyment itself and find out whether this perceived enjoyment affects the user 39 s intention to continue playing mobile games. The research model adopts latent variables such as perception of ease of use, interactivity, challenge, variety, originality, aesthetic design, social interaction and shared identity to measure the perceived enjoyment and its effect on customer continuance intention for playing mobile games. This model was tested using Partial Least Square Structural Equation Modeling PLS SEM method with 205 respondents and be analyzed.
The results found that the perception of ease of use, challenge, originality, aesthetic design and social interaction affect the perceived enjoyment and customer continuance intention to plays mobile games driven by perceived enjoyment. The technology adoption lifecycle analysis and loyalty matrix are used to deepen the analysis of this study that aimed at generating strategies that can be applied by developers of mobile games.
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Depok: Fakultas Teknik Universitas Indonesia, 2018
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Raihan Sadira
"Seiring teknologi dan internet yang terus tumbuh dan berkembang, hal itu mengubah cara pembeli dan penjual terlibat di pasar, salah satunya melalui inovasi social commerce livestream shopping. Tujuan dari penelitian ini adalah untuk menguji faktor-faktor yang mempengaruhi pembelian impulsif pada livestream shopping dengan menggunakan perspektif SOR. Sampel penelitian ini adalah pengguna Gen Z Indonesia yang pernah menonton livestream shopping melalui TikTok live shop untuk menguji 5 (lima) hipotesis. Pengumpulan data primer dilakukan melalui kuesioner yang disebarkan secara online melalui purposive sampling. Total responden yang dikumpulkan dalam penelitian ini adalah 259 dan data yang terkumpul kemudian dianalisis menggunakan Partial Least Squares - Structural Equation Modelling dengan menggunakan software SmartPLS 4. Penelitian ini menunjukkan bahwa faktor stimulus lingkungan yaitu Convenience dan Playfulness berpengaruh positif terhadap persepsi Perceived Enjoyment. Selanjutnya, Perceived Enjoyment sebagai mediator berpengaruh positif terhadap niat pembelian impulsif partisipan. Sedangkan, Demand dan Interactivity berpengaruh tidak signifikan terhadap Perceived Enjoyment. Perceived Enjoymentmemediasi hubungan positif antara Convenience dan Playfulness, sedangkan Demand dan Interactivity> memediasi hubungan yang tidak signifikan. Temuan dari penelitian ini dapat digunakan sebagai sumber untuk perbaikan dan kemajuan belanja livestream di bidang terkait. 

As technology and internet continues to grow and evolving, it transformed how buyer and seller are engaging in the marketplace, one of which is through the innovation of social commerce livestream shopping. The purpose of this research is to test the factors that influence impulsive buying in livestream shopping by using the SOR perspective. The sample of this research are Indonesian Gen Z users, who have watched livestream shopping through TikTok live shop to test 5 (five) hypotheses. The primary data is collected through questionnaire that is distributed online through purposive sampling. The total number of respondents collected in this study was 259 and the collected data is then analysed using Partial Least Squares-Structural Equation Modelling by using SmartPLS 4 software. This study shows that the environmental stimulus factors, namely Convenience and Playfulness positively affect the perceived enjoymen of the participants. Subsequently, Perceived Enjoyment as mediator positively affect the participant’s intention of impulsive buying. On the other hand, Demand and Interactivity has insignificant affect towards Perceived Enjoyment. Perceived enjoyment mediates the positive relationship between Convenience and Playfulness, meanwhile Demand and Interactivity mediates insignificantly. The findings from this research can be used as a source for improvement and advancement of livestream shopping in the related fields. "
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2023
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UI - Skripsi Membership  Universitas Indonesia Library
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