Claim Missing Document
Check
Articles

Found 7 Documents
Search

Do vocational colleges need social media? The Role of Firm and User Generated Content. Iwan Mulyawan; Wahyu Rafdinal; Cahaya Juniarti; Sharnuke Asrilsyak
Journal of Business and Management Review Vol. 3 No. 3 (2022): (Issue-March)
Publisher : Profesional Muda Cendekia Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47153/jbmr33.3492022

Abstract

The purpose of this paper is to investigate the role of social media in firm generated content (FGC) and user generated content (UGC) which bring impacts on perceived value and two types of intention, namely the intention to follow on social media and the intention to enrol in vocational colleges. Online survey was applied to collect the data from 452 respondents. The hypotheses were tested empirically using a variance-based structural equation model. The results point out that FGC and UGC are positively and significantly influential towards value. Perceived value discovered is influential significantly towards the consumers’ intention to follow social media, while UGC holds the highest importance compared to other constructs. Those results manifest the role of marketing in social media in which it will eventually influence the intention to follow on social media and to enrol in vocational colleges. These will give the inputs to the institutions to arrange social media contents which are able to increase the intention to follow in which it also boosts the intention to enrol. This research also adds the existing knowledge about the role of social media towards the intention to enrol.
Penempatan Produk pada Drama Korea terhadap Minat Pembelian Produk Wahyu Rafdinal; Rayhan Naovalda Anhar; Cahaya Juniarti; Abdul Malik Sayuti
JEMBATAN Vol 19, No 1 (2022)
Publisher : Jurusan Manajemen Fakultas Ekonomi Universitas Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29259/jmbt.v19i1.18087

Abstract

Pemasar melihat pertumbuhan industri film saat ini sebagai peluang untuk mempromosikan produk mereka. Namun, banyak orang yang kesal dengan iklan di televisi saat menonton acara favorit mereka dan banyak yang memilih untuk beralih ke saluran TV lain ketika iklan itu muncul. Akibatnya, perusahaan merasa kurang efektif untuk menjual produk mereka di sela-sela acara TV. Penelitian ini mencoba menjelaskan kejadian tersebut dengan memanfaatkan konsep penempatan produk. Dengan semakin populernya drama Korea, beberapa perusahaan mulai memanfaatkannya sebagai sarana untuk mempromosikan produknya melalui penempatan produk. Berdasarkan theory of planned behavior (TPB), penelitian ini bertujuan untuk mengetahui pengaruh penempatan produk dalam drama Korea terhadap minat beli. Penelitian ini menggunakan pendekatan kuantitatif sebanyak 413 responden dengan kuesioner dan diukur dengan Structural Equation Model pada aplikasi SMART PLS. Penelitian ini menunjukkan Simpati mendapat persepsi paling positif dan sikap memiliki pengaruh paling signifikan terhadap minat beli.
Predicting Mobile Game Adoption: Integrating Game Features and Theory of Planned Behavior Mohammad Rizal Gaffar; Wahyu Rafdinal; Eko Susanto; Cahaya Juniarti
SRIWIJAYA INTERNATIONAL JOURNAL OF DYNAMIC ECONOMICS AND BUSINESS SIJDEB, Vol. 6, No. 3, September 2022
Publisher : Faculty of Economics, Universitas Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29259/sijdeb.v6i3.309-320

Abstract

This study investigates gamers’ behavior in adopting mobile games by integrating game features and the theory of planned behavior (TPB).  This study used 408 samples of Indonesian gamers. A partial least square is applied to examine the influence among subjective norm, perceived behavioral control, attitude, game features, and intention to play mobile games. The results show that the integration between Game features and TPB gives a deeper explanation of gamers’ behavior in adopting mobile games. Considering the factors in gamers’ behavior, this study's results give the base to formulate an implementation strategy for the appropriate game features in attracting gamers’ interest to keep playing mobile games. It is also the first study that integrates Game features and TPB to assess mobile game adoption.
Fear of the COVID-19 Pandemic in Driving Mobile Payment Applications Adoption Nugroho Hardiyanto; Wahyu Rafdinal; Nono Wibisono; Cahaya Juniarti; Mitha Septiany
Journal of Business and Management Review Vol. 4 No. 5 (2023): (Issue-May)
Publisher : Profesional Muda Cendekia Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47153/jbmr45.6512023

Abstract

This study aims to analyze how the perceived fear of COVID-19 will affect the adoption of mobile payment applications. The data were collected from 500 mobile payment applications users in Indonesia. The Structural Equation Model-Partial Least Square (PLS-SEM) was used to analyze the relationship between variables and test the hypotheses. According to the findings, perceived fear influences two TAM variables: perceived usefulness and perceived ease of use. Attitude is significantly influenced by the two TAM variables. However, only perceived ease of use has a significant influence on intention to use. Finally, attitude influences the intention to use mobile payment applications. This study will assist mobile payment application providers in planning services and increase the intention of mobile payment applications during the COVID-19 pandemic. This study will also append the subsisting knowledge about the mobile payment applications literature in the context of the pandemic. This research complements the marketing literature in analyzing the adoption of mobile payment applications during the COVID-19 pandemic based on perceived fear of the COVID-19 pandemic.
Is smart tourism technology important in predicting visiting tourism destination? Lessons from West Java, Indonesia Wahyu Rafdinal; Eko Susanto; Syifaa Novianti; Cahaya Juniarti
Journal of Tourism Sustainability Vol. 1 No. 2 (2021): Volume 1 Number 2 (2021)
Publisher : Politeknik Negeri Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35313/jtos.v1i2.20

Abstract

This study analyzes tourist behavior in visiting tourism destinations influenced by smart tourism technology and uses the technology acceptance model (TAM) as a model for acceptance of smart tourism technology. This study used a sample of 324 tourists in West Java Province, Indonesia. Partial least square is applied to assess the relationship between smart tourism technology, perceived usefulness, perceived ease-of-use, travel intention, and visiting tourism destinations. The results of this study have revealed that the integration of TAM and smart tourism technology provides a complete explanation of the adoption of smart tourism technology. The results showed that smart tourism technology had a significant effect on perceived ease of use and perceived usefulness, and then had an effect on attitude. Travel intention was found to be directly influenced by attitude. Then, visiting tourism destinations is influenced by travel intention. By identifying smart tourism technology, various stakeholders such as the Government, tourism service providers and tourists can optimize a more comprehensive travel experience through the use of smart tourism technology. This research has developed TAM and integrated it with smart tourism technology to assess the attitudes and behavior of tourists in visiting tourism destinations.
Predicting Mobile Game Adoption: Integrating Game Features and Theory of Planned Behavior Mohammad Rizal Gaffar; Wahyu Rafdinal; Eko Susanto; Cahaya Juniarti
SRIWIJAYA INTERNATIONAL JOURNAL OF DYNAMIC ECONOMICS AND BUSINESS SIJDEB, Vol. 6, No. 3, September 2022
Publisher : Faculty of Economics, Universitas Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29259/sijdeb.v6i3.309-320

Abstract

This study investigates gamers' behavior in adopting mobile games by integrating game features and the theory of planned behavior (TPB).  This study used 408 samples of Indonesian gamers. A partial least square is applied to examine the influence among subjective norm, perceived behavioral control, attitude, game features, and intention to play mobile games. The results show that the integration between Game features and TPB gives a deeper explanation of gamers' behavior in adopting mobile games. Considering the factors in gamers' behavior, this study's results give the base to formulate an implementation strategy for the appropriate game features in attracting gamers' interest to keep playing mobile games. It is also the first study that integrates Game features and TPB to assess mobile game adoption.
Cultural Innovation in Indonesia as a Development of the Creative Economy Yayan Firmansyah; Wahyu Rafdinal; Abdul Malik Sayuti; Cahaya Juniarti; Nugroho Hardiyanto
Jurnal Ekonomi, Bisnis & Entrepreneurship (e-Journal) Vol 18 No 1 (2024): Jurnal Ekonomi, Bisnis & Entrepreneurship
Publisher : Pusat Penelitian dan Pengabdian Masyarakat (P3M) STIE Pasundan Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55208/jebe.v18i1.539

Abstract

Culture is a part of life that regulates the norms and habits of society. Culture takes two forms: material culture and non-material culture. Through the Creative Economy Agency, the creative economy has been promoted as one of the new pillars of the Indonesian economy. This study aims to analyze the culture-based creative industry as an option for advancing the creative economy in Indonesia. This study applies the theory of economic development by Joseph Alois Schumpeter to emphasize the creativity of entrepreneurs in using existing production factors to support economic activity. Data was collected from secondary data related to the cultural and creative economy. The results show that the creative industry in Indonesia has emerged as the answer to the creative economy system and has also shown rapid development. Practically, in Indonesia, abundant opportunities exist for a culture-based creative economy, spanning various sectors such as arts and tourism, awaiting innovation by industry actors. Government facilitation and increasing engagement from individuals further support this burgeoning creative landscape, aligning with the Ministry of Tourism and Creative Economy/Tourism and Creative Economy Agency’s  mission to bolster Indonesia's economy by 2030 through successful synergy between government and industry