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The Willingness of Motivations to Fund The Visual Game Project: A Case Study in Crowdfunding From Visual Novel Game – Xagia Wars Atik Aprianingsih; Teresia Debby; Iqro Setiawan Jati; Ira Fachira
Indonesian Journal of Business and Entrepreneurship (IJBE) Vol. 8 No. 1 (2022): IJBE, Vol. 8 No. 1, January 2022
Publisher : School of Business, IPB University (SB-IPB)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17358/ijbe.8.1.116

Abstract

Nowadays, crowdfunding is an alternative way to find funds to develop a product or service. It is no exception for game creators who want to get funds to develop the games they will create. This study is unique and was made based on a case study of Xagia Wars, a visual game created by a game creator in Jakarta called Vifth Floor. This study analyzes the motivations to increase a funder's willingness to fund a visual game project. This study used observation and netnography to get data and regression analysis to measure the motivation to fund the visual game project. The results showed that the factors that influence the funders' willingness to fund are the level of innovation of the project, reward, involvement, and support for the project. Several things need to be considered for project creators to increase the rate of successful crowdfunding. Such as the value of the reward, whether it makes people interested, a visual game must-have innovation, and invite the funders to participate in the game creation process so that funders can provide support for what is needed is not only in the form of funds. Keywords: crowd-funding, funding, game, visual novel game
Peningkatan Daya Saing Usaha Mikro melalui Program Pelatihan Sustaining Competitive and Responsible Enterprises Lilian Danil*; Triyana Iskandarsyah; Nina Septina; Irsanti Hasyim; Teresia Debby
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 7 No. 4 (2023): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v7i4.11711

Abstract

Micro, small, and medium-sized firms (MSMEs) are required to be highly competitive so that they may thrive in unpredictable markets and contribute to economic growth despite several challenges such as financing, market access, innovation, and productivity. Through the Sustaining Competitive and Responsible Enterprises (SCORE) program at Parahyangan Catholic University, Batch 6, the writing team provided training (workshops) and mentoring (coaching) to MSMEs in Bandung Regency. The major goal of the SCORE program is to help SMEs in Bandung Regency enhance their competitiveness so that they may use their own resources to achieve productivity and expand their competitive edge. The workshop program is implemented with topics such as teamwork and communication, increasing business productivity, financial records, determining the cost of goods sold (HPP), the use of promotional media, and increasing marketing understanding, while personal assistance is provided through visits to MSME production sites at least three times during the program. At the end of the program, there was a rise in MSMEs' development, indicating that 100% of MSMEs had participated in the provision and execution of information boards, HPP calculations, product innovation, and optimization of social media as a promotional medium. This success can help SMEs grow their capabilities, particularly in tackling some of the issues they confront, such as marketing, productivity, accounting, and budgetary restraints. With the settlement of these issues, the next step in strengthening the competitiveness of SMEs, aided by SCORE UNPAR in Bandung Regency, may be taken.
Intention to Use Paylater Feature in a Traveling Platform in Emerging Market: Traveloka Case Atik Aprianingsih; Mahardhika Dwi Ananta Sofyan; Teresia Debby; Ira Fachira; Mohamad Toha
Fokus Bisnis Media Pengkajian Manajemen dan Akuntansi Vol. 22 No. 2 (2023): Fokus Bisnis
Publisher : LP3M Universitas Putra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32639/fokbis.v22i2.699

Abstract

This study aims to determine the relationship between customer’s attitude, customer’s subjective norm, and the customer has perceived behavior control on the intention to use PayLater as a payment method in Traveloka. This study uses an online and offline survey conducted in Jakarta and Bandung, with 400 respondents. Structural equation modeling was processed using SmartPLS 3.2.9 for this study. The finding shows that customers’ attitudes, subjective norms, and perceived behavior control positively influence the intention to use PayLater in Traveloka. This study can be used for another application or company that wants to develop a similar payment method to encourage higher use of PayLater. This study explores the inner working of customers’ behavior in connection with the financial service of e-payment, in this case, Traveloka PayLater.