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Consumers choice decision towards electric and conventional motorcycles
Abstract. The disadvantages of conventional motorcycles usage towards the environment as well as the very high usage of the conventional motorcycle in Indonesia, it is important to encourage people to shift from gas-powered motorcycles to electric motorcycles. This research aims to evaluate the extentto which motorcycles attributes can make people shift from conventional to electric motorcycles. Also, identify the preferable motorcycles, and calculate the elasticity of each attribute. We use choice modeling analysis to estimate the probability of a person choosing motorcycles and what attributesthat influence their decision. The research surveyed 470 respondents with criteria of people aged above 17 years old, males or females, who live in Jakarta and intend to buy motorcycles. For data processing, this research uses factor analysis, multinomial logistic regression, and demand elasticities analysis. Based on this research result, the significant attributes that influence consumers' decisions in choosing electric motorcycles are the purchase price, charging times, driving range, and also attitudes. The purchase price, safety, and Attitude are significantly influencing consumers' choice decisions on conventional motorcycles. All of the attributes are inelastic, which indicates that a change in the attributes' value will not affect the respondents' decision. Most of the respondents are more preferred to choose electric motorcycle than the conventional ones. Keywords: Consumer choice decision, electric motorcycles, conventional motorcycle
Exploring the relationship between user experience, engagement, and post watching behavior in interactive movie across different age group
Abstract. Interactivity is an emerging concept used in many aspects, including entertainment media. Recently, people are thrilled by the novel concept of interactive movies. Interactive movie combines the concept of video gaming with storyline of a movie. Along the story, audience are given some ptions to decide what the characters should do, therefore shaping the story as the audience’s wish, creating a new and exciting entertainment media. Apart from the interesting concept, the creation of interactive movie is very expensive. And due to the novelty of the interactive movie concept, there is limited studies on this topic. Therefore, this research aims to discover the audiences’ experience, engagement, post watching behavior, and how it correlates with each other. This research is using experiments and quantitative approach with Netflix interactive movies as the object for the research due to the popularity of the platform in Indonesia. The data was gathered from different age groups and analyzed using multiple linear regression and analysis of variances. This study found that audiences’ experience on all age groups are similar, with the best interactive movie experience derived from teenagers category. The relationship between experience, engagement, and post watching behavior results are different across age groups. Netflix was suggested to emphasize the emotional stance to captivate audiences, and creating a more fun and engaging system to develop better post watching behavior.Keywords: Interactive Movie; Age Groups; User Experience; User Engagement; Post Behavior; Netflix
How Agile Methods are Used and the Impact it has on Video Game Development (An Exploratory Study of PT. Agate International)
Abstract. Agile methods are used more frequently in video game development which is a new yet promising creative economy sector that is developing in Indonesia. While it has many similarities to software engineering, video game development has its own set of challenges unique to it. However, the systematic use and impact of Agile in game development is largely undocumented. This research aims to provide an understanding of this issue specifically in PT. Agate International, one of the largest and most successful video game studios based in Indonesia, by doing a qualitative exploratory study of the Studio through the use of interviews and studying other documentary evidences by thestudio. The findings of this research show that PT. Agate International mainly uses Scrum (sometimes combined with Semi-Waterfall), Kanban, and Scrumban, matching the needs of the project it is used for, whereas some XP practices are used implicitly and is also adjusted to the type of project under way. The main positive impacts of Agile is on communication, facilitating the finding and change of features, improves quality of the game, on managing the scope of the project, as well as indirectly towards productivity of the development team.Keywords: Video game development, Scrum, XP, Agile methods and practice
Analyzing Factors Affecting Customer Experience of Jenius Digital Banking in Indonesia
Indonesia sought opportunity in fintech and digitized financial development to improve access to financial services in Indonesia. Reflecting on one of the national banks in Indonesia, BTPN, that invented Jenius digital banking with its great customer experience, is successfully reaching 1,2 million users. Thus, there is an open opportunity for Indonesia to improve digitized financial development by enhancing the customer experience as the strategy. The research attempts to examine what is the most significant factor that affects positive customer experience in Jenius digital banking and the relationship of the accumulated experiences toward customer satisfaction and loyalty. Online questionnaire was conducted using Likert Scale designed for 229 respondents in Jakarta and Bandung with a purposive sampling method. The questionnaire was measured by SEM Analysis to explain the relationship between the exogenous and endogenous variables This study finds perceived value is the most significant factor of customer experience in Jenius digital banking. Another finding is the customer experience with accumulation of significant factors which are perceived value, convenience, service quality and employee-customer engagement positively affects customer satisfaction as well as customer satisfaction towards customer loyalty in Jenius digital banking. Keywords: Customer Experience, Customer Satisfaction, Customer Loyalty, Digital Banking, Perceived Value
A study of discovering dominant employer branding factor to increase employee engagement in generation y employees of xyz company
Abstract. Recruitment and Retention of employees is one of the concerns that need to be considered by the company because recruiting new employees requires a lot of costs, especially now when jobs began to be filled by generation Y employees. Generation Y employees have different characteristics compared to previous generation employees because they are more inclined to like to take risks and job-hopping. Therefore, to engage employees, an appropriate employer branding strategy is needed. This study aims to determine the dominant employer branding factor to increase employee engagement in XYZ companies. This research uses quantitative methods with Multilinear Regression to find out the most significant factor of employer branding. Data obtained by distributing questionnaires to XYZ company employees. The total of the respondent for this research is 135 employees. The results of this research found that significant factors were interesting work, job security, and appreciation & praise for work done. The most dominant employer branding factor in this research is Interesting Work. The recommendations given for XYZ companies are to give their employees challenging and interesting jobs, as well as provide opportunities for their employees to express their ideas.Keywords: Employer Branding, Employee Engagement, Generation
Identifying usage intention factors of branded running tracker applications in Indonesia using utaut2 model
Abstract. Increased public awareness of health and fitness topics, as well as the development of cellular technology, have introduced mHealth technology (mobile health) to the health sector, which is expected to continue to grow over the next few years. mHealth is widely available in the community in the form of mobile applications that can be easily accessed via smartphones. Initially designed to meet health and medical needs, several people have developed the use of the mHealth app into a lifestyle. One of them is the use of a running tracker application that is popular among sports activists who need this application to support them by providing information and statistics regarding their running performance. This trend has begun to attract the attention of companies to also publish their own branded running tracker applications, which shows the identity of the brand through the application name or brand logo, as part of their marketing communication strategy. When the applications cannot maintain their current users and acquiring the new one, the applications will also fail tosurvive in the market and missed the opportunity to attract potential consumers to get into the brand. On the other hand, Indonesia with their number of population and increasing running trend is a promising prospect for application publishers and marketers to expand their market to Indonesia. In order to be able to acquire more of their application users, it is very important to identify the factors that encourage consumers to start adopting a running tracker application for Indonesian market. This study attempts to identify the behavioral intention factors from the perspective of consumer technology adoption by adapting the UTAUT2 acceptance model and investigate the relationship between the behavioral intention to the actual use of running tracker applications.Online surveys have been distributed to running tracker application users in Bandung and Jakarta, Indonesia, to collect the primary data needed to predict accurate results for this study. The results of the PLS-SEM analysis showed that effort expectancy factors, hedonic motivation, and habits, had an impact on the behavioral intention to use the running tracker application. This analysis is expected to expand the discussion regarding the acceptance of mHealth applications, especially in the subcategory of fitness and sports. Also as a recommendation for application developers and marketers to consider features that can encourage more users to adopt a running tracker application.Keywords: Behavioral Intention, mHealth Apps, Mobile Apps, Running Tracker Apps, Technology Acceptance, UTAUT
SME's Intention to Use Paid Online Ad: The Theory of Planned Behavior Approach
Abstract. The purpose of this study is to find out and describe in general how extent the influence of attitudes, subjective norms, and perceived behavioral control of the intention of Small and Medium Enterprises (SMEs) in using paid online advertising. The analysis technique used in this study is by look at the significance of the data that has been filled in by respondents both partially and simultaneously. The subjects of this study were SME owners who were operational and had used e- commerce platforms in Bandung with 90 respondents. Furthermore, researchers use non-probability sampling in the sampling technique with the type of convenience to make it easier for researchers to get a sample. The results of this study indicate that the level of significance both partially and simultaneously shows that attitudes, subjective norms, and perceived behavioral control have a positive and significant effect on the interests of SME owners to use paid online advertising.Keywords: SME’s Intention, The Theory of Planned Behavior, Paid Online Ad, Attitudes, Subjective Norms, Perceived Behavioral Contro
The Learning Evaluation of Business Incubator's Role in Developing Technology-Based Startups at Technology Business Incubator
Abstract. Technology-based startup plays a vital role in improving the Indonesian economy. There are thousands of units of technology-based startups, though most of them are not adequately sustainable. The inadequacy is attributed to the fact that the products or services created are not in line with market needs and do not help understand business processes. Universities play an essential role in developing startups through business incubators to compete in the digital age. There is no conducive learning environment for business incubators in Indonesia, though the national standards are used. This research evaluates the learning process in a Technology Business Incubator in Bandung University using case study methods. Data is collected by performing in-depth interviews with three incubator managers and seven startup founders or tenants who have completed the incubation process. The business industry consists of education, design, printing, and fishery, while the interviews cover the process before, during, and after incubation, including the tenant's selection criteria and stages, learning processes in incubators and facilities, after graduation programs, and measurement of the impacts. The results show that the practices fit the ideal conditions, including training-focused and knowledge sharing session programs or skills, knowledge provisions, and expertise improvement programs for tenants, rental system facilities for graduates, and commercialization support. Furthermore, there are opportunities to improve several aspects, including developing tenant admission selection criteria, effective learning approaches, coaching, networking, and broader funding, graduation criteria, monitoring for graduates, and a more comprehensive range of impact measurement. This research helps guide business incubators to prioritizedeveloping aspects of services. Moreover, evaluation using the mixed method is open for further investigation. Keywords: Business Incubator, Pre-incubation, Main incubation, Post-incubation, Startup, Learning Evaluatio
Measuring the Content Characteristics and Ad Efficacy of GoJek and Grab advertisement.
Abstract. GoJek and Grab are a company here in Indonesia that move on the Ride Hailing Transportation Service industry. They compete on almost every aspect in their businesses, one of those aspects is the advertisement. The problem is they adopt different strategies in their advertisement, even though they are in the same industry. This brings the question of which advertisement strategies are more effective to attract the customer. There is a statement in previous research that in order to analyze the effectiveness of an Advertisement, researchers could measure the Content Characteristics and Ad Efficacy of the advertisement itself. The researcher used the quantitative approach in order to gain the data that is needed for this research, by handing out surveys in the form of questionnaires to the sample of this research. Researchers use the Kruskal Wallis and the SmartPLS test to analyze the data from the survey. The main purpose of this study is to give recommendations for companies or businesses on the Ride Hailing Transportation Service industry on their advertisement strategy.Keywords: Ad Efficacy, Advertisement, Advertisement Strategy, Content Characteristics, Effective Advertisemen
Business development of car-restaurant in Malang case study of warung mobil onosogrem
Abstract. Warung Mobil Onosogrem is one of car-restaurants in Malang. They produce Java traditional dishes and sell them by opening a restaurant in their car. The problem however is that they have not made any big development in sales despite they have run the business for 9 years. Their car which plays a big role in the business is also getting old, causing a hamper to the business. This brings forth the question of if it is economically possible for Warung Mobil Onosogrem to buy a new car and develop the business all at one time. To collect the information needed, a direct interview with the owner of Warung Mobil Onosogrem is used. Data is then used to analyze the marketing and production capacity of the business. From the analysis, alternatives are developed and the economic feasibility is measured. There are two alternatives proposed. The first alternative is to make a small change by renewing all equipment and modifying the business atmosphere. The second alternative is to make a bigger change by renewing all equipment and modifying the business atmosphere, as well as opening the stall earlier and enlarging the market range through a take-away-only branch in the center of the city. Those two alternatives are economically feasible. The rate of return difference between the two alternatives is relatively slight, but the second alternative has a slightly longer payback period but offers a chance for Warung Mobil Onosogrem to develop their production capacity and their market range that can be useful for further development.Keywords: MSMEs, car-restaurant, business development, economic feasibilit