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ANALISA PEMANFAATAN INSTAGRAM DALAM MEMPENGARUHI MOTIVASI DAN INTENSI GREEN CONSUMPTION Eryc Eryc
JURNAL ILMU KOMPUTER Vol 9 No 1 (2023): Edisi April
Publisher : LPPM Universitas Al Asyariah Mandar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35329/jiik.v9i2.264

Abstract

Dengan kesadaran akan pentingnya menjaga lingkungan hidup semakin meningkat secara global. Green consumption (konsumsi hijau) telah meningkat menjadi tren global, yang membuat urgensi pada perusahaan untuk lebih ramah lingkungan untuk memenuhi kebutuhan konsumen baru ini. Instagram sebagai media sosial berkontribusi pada tren ini sebab Instagram adalah platform yang populer banyak digunakan oleh para influencer lingkungan dan perusahaan dalam promosi untuk membentuk sikap konsumen menjadi perilaku yang lebih sadar lingkungan. Penelitian ini menerapkan Theory of Planned Behavior (TPB) untuk menjelaskan dampak Instagram sebagai platform di media Sosial terhadap motivasi (altruisme dan egoisme) dan intensi dalam green consumption (konsumsi hijau). Berdasarkan survei online dikembangkan untuk mengukur model konseptual yang diusulkan. Reliabilitas dan validitas konstruk reflektif diuji dengan menggunakan teknik pemodelan partial least squares (PLS). Hasil menunjukkan pentingnya instgram pada sikap konsumen, norma subyektif, motivasi altruistik dan egois, serta dampak sebagai anteseden intensi dalam green consumption (konsumsi hijau). Hasil menerangkan bahwa faktor eksternal seperti media sosial sebagai sumber informasi, memiliki peran penting dalam pembentukan motivasi konsumen dan intensi dalam green consumption (konsumsi hijau). Temuan ini relevan bagi pemasar dan perusahaan untuk menerapkan strategi komunikasi yang lebih baik di media sosial untuk meningkatkan motivasi dan intensi pembelian terhadap produk green (ramah lingkungan).
Studi Prospektif Metaverse dan NFT bagi Pengguna NFT, Komunitas Game dan Trader Crypto Currency Eryc Eryc
Jurnal Ilmiah Teknologi Informasi Asia Vol 17 No 2 (2023): Volume 17 Nomor 2 (8)
Publisher : LP2M INSTITUT TEKNOLOGI DAN BISNIS ASIA MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jitika.v17i2.928

Abstract

Non-Fungible Token (NFT) telah berkembang luar biasa dalam beberapa tahun terakhir. Konsep NFT pada dasarnya adalah aset digital yang beroperasi berdasarkan kontrak pintar pada blockchain yang diperdagangkan dengan cryptocurrency seperti Ethereum, Tezos, Solana, dll. Perhatian publik terhadap NFT telah meledak pada tahun 2021. Terlepas dari popularitasnya dan harga perdagangan yang meroket, sedikit yang diketahui tentang ekonomi, persepsi orang, dan pengalaman dengan NFT. Oleh karena itu, penelitian ini bertujuan untuk memberikan pemahaman yang beragam tentang NFT, manfaat & kekurangan NFT, serta potensi NFT dan metaverse. Dalam penelitian ini, peneliti melakukan studi kualitatif yang terdiri dari 21 responden, termasuk pengguna, komunitas game, dan Trader crypto currency di kota Batam. Penelitian ini menggunakan metode wawancara semi terstruktur dan analisis deskriptif. Kesimpulan yang ditarik dari penelitian ini adalah bahwa responden penelitian ini merekomendasikan untuk memanfaatkan NFT dan dapat menemukan manfaat dari pengunaan teknologi.
Development of an Online-Based Management System to Facilitate School Events Hendi Sama; Indasari Deu; Surya Tjahyadi; Eryc Eryc; Endy Endy
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

Web event management is an event arrangement with a web-based system so that it can be accessed on browsers that have been connected to the internet. Along with the development of information systems, events that are running can be developed in the field of systems, namely by designing a system specifically for this event arrangement. The designer has designed a web-based system for Festival Seni Budaya Kasih Semesta as a medium for an event to take place so that the event can run smoothly. In designing the system, the designer uses the Dynamic System Development Method as a research method to analyze and plan a web event design schedule. The framework used is Laravel framework, then the software used in system design is PHP, HTML, CSS, Javascript, MySQL Database. With the DSDM research method and Laravel framework, it is expected to be able to arrange system design efficiently and effectively. With this web event management system, it can help the committee or event participants of Festival Seni Budaya Kasih Semesta to attend the event smoothly
Analysis of Character Design in Gacha Games through Manga Matrix Theory Dean Mervyn; Eryc Eryc
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

Character design is the most important asset in Gacha Games because we can display complex implied messages in a fictional character in a visual form that is easier to understand. This research aims to determine what makes players want to get this character and whether character design can influence the interest value in a gacha game. This research was carried out using a comparative qualitative method by analyzing the characters through Mounsey's holistic character designs, which were visually deepened by dissecting the characters using three stages of the manga matrix: the Form Matrix, Costume Matrix, and Personality Matrix. The authors will select the character samples taken from different gacha games. The selection of character samples from different gacha games allows research conducted by researchers to reveal comparisons of variations in character designs from different games. Based on the results of the analysis above, it can be concluded that the abilities, design, or background of a character are factors that make players want to get that character. Apart from that, the attributes possessed by a character influence interest in a game. The third thing can influence whether a game is good or bad and attract the attention of players to play the gacha game.
Implementatıon Of It Governance In An Automotıve Company In Batam Cıty Usıng Cobıt 5 Framework (A Case Study At Pt Xyz) Vicco Leonardo; Eryc Eryc
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

The governance of Information Technology (IT) plays a crucial role in the success of automotive companies in the current digital era. This thesis aims to analyze and implement IT governance using the COBIT 5 Framework in automotive companies located in Batam City. The research involves a case study to enhance the efficiency, reliability, and security of the company's IT systems. The research methodology involves data collection through interviews with various stakeholders of the company, observation, and analysis of relevant documents. The research results indicate that the implementation of the COBIT 5 Framework can assist automotive companies in identifying and addressing existing IT governance issues. By following the steps outlined in the COBIT 5 Framework, companies can improve the management of IT resources, and risk control, and enhance the quality of IT services provided. The findings of this research provide practical guidance for automotive companies in Batam City and similar enterprises to enhance their IT governance, thereby supporting growth and competitiveness in the highly competitive automotive market.
Analisa Pengaruh Virtual Reality Terhadap Perkembangan Pendidikan Indonesia Charles Charles; Delvian Yosuky; Tio Sania Rachmi; Eryc Eryc
Journal Innovation In Education Vol. 1 No. 3 (2023): September: Journal Innovation in Education (INOVED)
Publisher : STIKes Ibnu Sina Ajibarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59841/inoved.v1i3.206

Abstract

The rapid advancement of technology has brought the integration of Virtual Reality (VR) into various educational sectors worldwide, including Indonesia. The focus of this research is to evaluate the impact of using Virtual Reality on the educational development in Indonesia. Through a comprehensive literature review and empirical analysis, this study discusses the potential benefits and challenges that may arise from the implementation of VR technology in the educational context. Furthermore, this research also investigates how VR can enrich traditional teaching methods, engage students in a profound learning process, and enhance their understanding of complex concepts.This research contains an analysis of the influence of virtual reality on the development of education in Indonesia, where the researchers will distribute online questionnaires and gather samples of respondents to conclude questions related to virtual reality. This study will contribute to the existingliterature, especially on the factors that influence the adoptionof Virtual Reality for Media Learning model.
Pengaruh Strategi Integrasi Digital Marketing Gojek Terhadap Visibilitas dan Brand Awareness Kelvin Kelvin; Stefhani Susanto; Melson Melson; Eryc Eryc
JURNAL ILMIAH EKONOMI DAN MANAJEMEN Vol. 2 No. 9 (2024): September
Publisher : CV. KAMPUS AKADEMIK PUBLISING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jiem.v2i9.2500

Abstract

Digital Marketing has become a marketing approach adopted by many companies, one of which is Gojek. This technology company that provides various services in the super app continues to compete with its competitors. This study aims to analyze the digital marketing approach taken by Gojek, namely from social media, influencer marketing, Search Engine Optimization (SEO), Search Engine Marketing (SEM) and email marketing. The study was conducted descriptively with secondary data obtained from trusted sources such as Gojek's annual report and social media. The findings obtained are that the implementation of this digital marketing affects customer engagement which then increases loyalty and relationships with customers.
ANALISA DIGITAL MARKETING SEKTOR PERBANKAN: PERBANDINGAN APLIKASI MOBILE BANKING LIVIN’ BY MANDIRI DAN MYBCA DALAM MEMAKSIMALKAN POTENSI PASAR DIGITAL Chanda Vedalla Putra; Ng Thian Way; Ricky Ricky; Shelby Esfandiany; Eryc Eryc
Jurnal Ilmiah Manajemen dan Akuntansi Vol. 1 No. 5 (2024): September : Jurnal Ilmiah Manajemen dan Akuntansi
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/vsmsvn05

Abstract

In this modern era, the need for people to conduct financial transactions remotely has become very common. Recognizing this phenomenon, banks in Indonesia, including BCA and Mandiri, have developed mobile banking applications to meet this need. To increase public awareness of these applications, the banks have implemented digital marketing strategies to maximize the potential of the digital market that can be reached. The research conducted found that BCA and Mandiri banks have been optimizing their digital marketing efforts, although some sectors of digital marketing can still be improved to broaden the reach of customers who are aware of these applications