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The Analysis of E-service Quality, Customer Trust, Perceived Value, and Behavioral Intention on Online Transportation in Surabaya Anindya Selviana Putrianti; Hatane Semuel
Petra International Journal of Business Studies Vol. 1 No. 1 (2018): JUNE 2018
Publisher : Master of Management Study Program, Faculty of Business and Economics - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/ijbs.1.1.1-10

Abstract

The current number of motor vehicles in Indonesia increased very rapidly and impacted the traffic jam. Therefore, it was expected that with the increasing use of public transportation can reduce congestionproblems. Competition in the transportation industry is gotten competitive, so there is an innovation withmobile applications. But to make consumers want to use online transportation applications, companies mustunderstand about consumer behavior. Measurement of behavioral intention is the best way to predictconsumer buying behavior in the future. In this study, we wanted to know the factors that affect thebehavioral intention of online transportation consumers in Surabaya. This research used causal quantitativeresearch method. Based on the results of research conducted on 240 respondents found that e-service quality,trust and perceived value correlated significantly and positively to behavior intention. E-service quality is themost influential factor in building behavior intention compared to the other two factors.
Factors Affecting the Purchase Intention of Virtual Goods in Mobile Game Clash Royale Jeremy Limanto; Hatane Semuel; Michael Adiwijaya
Petra International Journal of Business Studies Vol. 1 No. 1 (2018): JUNE 2018
Publisher : Master of Management Study Program, Faculty of Business and Economics - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (356.552 KB) | DOI: 10.9744/ijbs.1.1.45-56

Abstract

Concerning Indonesia‘s rapid growth of mobile internet usage and also a growing mobile game market, this research aims to analyze the influence of Customer-to-Customer interaction (C2C) towards the purchase intention of virtual goods in a mobile game. It proposes a conceptual model integrating variables that have been studied in previous research on purchase intention, consumer engagement, brand image, and also C2C interaction, the latter of which plays a critical role, but has received less mobile game attention. The conceptual model has been tested using SmartPLS to a database of 200 players in Indonesia. The results show that consumer engagement, brand image is associated with C2C interaction and purchase intention in mobile game Clash Royale.