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Introduction
Current institution
Publications
Publications (58)
The rise of beauty events has generated widespread interest due to the enthusiastic participation of visitors. This study investigates the effect of event quality and personal involvement on visitor satisfaction and loyalty to beauty events. This research integrates the quality-loyalty model and the involvement-loyalty model. This research used par...
Purpose
Augmented reality (AR) enables the integration of online and offline experiences in digital retail, particularly in the continuously growing fashion market. This study aims to analyse AR user loyalty in fashion applications by integrating the quality-satisfaction-loyalty model and the dual path value model.
Design/methodology/approach
This...
This study aims to develop a Circular Economy Business Model (CEBM) based on smart tourism for tourist villages that can be effectively applied in the context of sustainable village tourism. The study adopts a qualitative and exploratory approach, focusing on a single case study of a popular tourist village in Indonesia, recognized in the Best Tour...
Purpose
Virtual reality (VR) technology has emerged as a crucial solution in the tourism industry, allowing tourists to explore destinations virtually. However, there are still limited studies examining the role of this technology in the context of religious tourism destinations. Thus, this study investigates factors influencing the intention to vi...
Purpose
Rice is an essential determinant of food security in some developing countries as it has become the state’s staple food. Due to its essential role, rice supplies have been studied over the years. For this reason, it is essential to ensure quantity and quality availability, safety, distribution and affordability from input suppliers, farmers...
Keywords Mobile Business Applications MSME Technology Organization Environment Theory Diffusion of Innovation *Corresponding Author: agustinus.februadi@polban .ac.id This study uses the technology, organization, and environment (TOE) framework and the diffusion of innovation (DOI) theory to measure the intention of MSME owners to use this applicati...
Korean television dramas (K-dramas) have become a media promotion of Korean culture to worldwide popularity, in line with the popularity of the Korean culture known as Hallyu. This article aims to explain the continuance intention to watch K-dramas using the extended theory of planned behaviour (TPB), production value and cultivation theory. Data f...
The rise of social media has reshaped how tourists perceive, evaluate, and decide upon travel destinations. This study investigates the direct effects of influencer credibility, content quality, visual aesthetics, and social engagement on tourist trust, destination image, and visit intention. Drawing upon a cross-sectional survey of 232 Indonesian...
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...
Purpose
The purpose of this study is to investigate brand loyalty in halal fashion brands through three loyalty routes, namely, quality-satisfaction-loyalty model, information sources and religiosity-loyalty model.
Design/methodology/approach
Data were gathered from 447 customers of halal fashion brands through a survey. The structural equation mo...
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...
Purpose
The massive adoption of virtual reality (VR) applications has started since the COVID-19 pandemic, and until now, VR applications are still being used. However, there is limited research that analyses the consumer's perspective on the adoption of VR applications. Thus, this study discovers the adoption of VR applications in the hospitality...
The purpose of this program is to develop modules and training modules developed to improve the performance of MSMEs in Parongpong District. Identification of partner problems is carried out through document studies, interviews, and questionnaire dissemination. Based on the analysis of partner problems, there are several problems that cause MSMEs i...
Perkembangan dan Komunikasi Pemasaran Fesyen Muslim di Indonesia
Virtual reality (VR), atau realitas maya, adalah teknologi yang memungkinkan pengguna untuk berinteraksi dengan lingkungan simulasi yang dibuat oleh komputer. Lingkungan yang dapat disimulasikan mencakup lingkungan nyata yang telah direproduksi atau lingkungan imajinatif yang hanya ada dalam pikiran. Biasanya, pengalaman di lingkungan virtual disaj...
Blockchain saat ini sedang populer di dunia karena banyak kelebihan yang ditawarkan seperti mengamankan transaksi keuangan, mengontrol proses pembuatan unit tambahan, memverifikasi transfer aset, membuat aplikasi, membuat game, dan banyak lagi kelebihannya. Saat ini, banyak pengembang aplikasi khususnya game mulai membuat game berbasis blockchain y...
Perkembangan Hallyu di Indonesia: Pemasaran Budaya Korea Selatan Melalui K-Drama dan K-Pop
FINANCIAL TECHNOLOGY IN THE NEW ERA: Cryptocurrenc
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...
The growth of fashion development among male consumers in Indonesia is not supported by the increasing study on the male fashion segment. Therefore, it is necessary to understand the Generation Y male buying intention towards fashion products since Gen Y is the most prospective market. This study aims to investigate the factors that influence fashi...
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 mobi...
This study explores tourist experience, satisfaction, and behavioral intention in the COVID-19 outbreak with technology, innovation, and health risk as the antecedents within the creative tourism industry. This study used data from 455 respondents (tourists) from various tourism destinations in the greater Bandung, Indonesia. Employing Partial Leas...
Recent research discusses the need for a better understanding of customer perceptions about fast-food restaurant attributes, such as qualities in influencing the process of customer satisfaction. This study aims to analyze the importance of quality in influencing loyalty in fast-food restaurants. The sample in this study is 247 respondents who have...
Objective: This study aims to analyze the adoption of mobile business applications by culinary SMEs in Indonesia using the extended TAM (technology acceptance model). The extended TAM used in this study uses additional variables such as subjective norms, self-efficacy, and facilitating conditions, which the previous study used these variables in th...
Industrial development is an important factor in measuring a country's economic development. On the other hand, the development of several industries today has had a negative impact on other industries. This situation results in the unequal economic development of the people, where some parties get bigger profits and other parties are forced to pay...
This paper aims to investigate the tourist behavior towards smart tourism in the case of emerging smart destinations. The extended model of the theory of planned behavior (TPB) is proposed as a tool to predict the relationship between applying smart tourism technology and tourist behavior in selecting and visiting the destination. Using the city of...
This paper aims to investigate the tourist behaviour towards smart tourism in the case of emerging smart destinations. The extended model of theory of planned behaviour (TPB) is proposed as a tool to predict the relationship between applying smart tourism technology and tourist behaviour in selecting and visiting the destination. Using the city of...
The ability of social media in today's digital age has been significantly developed because it has become a very important communication tool to connect with others or to know good information about products or services. One of the products that consumers adopt on social media is travel products. But information about tourist destinations on social...
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...
This study examines intent to purchase digital K-pop albums among K-pop fans in Indonesia. It employs the extended theory of planned behaviour (TPB) by integrating two additional variables: (1) frequency of K-pop consumption and (2) idol worship. The data, collected from 421 Indonesian K-pop fans, were processed using the structural equation model—...
The purpose of this Community Service (PkM) program is to solve the problems faced by MSMEs for home-based industrial food products in Ciwaruga Village, Parongpong District, West Bandung Regency through assistance in the process of developing product packaging designs produced by MSMEs. Justification for priority issues was developed by optimizing...
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 betwe...
This study aims to analyze the factors which influence an individual in making a purchase in online stores. It investigates the factors of technology acceptance (theory of acceptance model), personal (lifestyle and trust), product quality, and price in an online store. There are 180 who have bought products in the online stores. The data analysis t...
Purpose
This study aims to analyse the adoption of mobile payment applications during the coronavirus disease 2019 (COVID-19) pandemic using the technology acceptance model (TAM) and Technology Readiness Index (TRI).
Design/methodology/approach
The data were collected from 400 mobile payment application users in Indonesia. The structural equation...
Penelitian ini bertujuan untuk menganalisis minat penggunaan aplikasi pembayaran seluler dalam masa pandemi Covid-19 dengan menggunakan model TRI dan TPB. Data dikumpulkan dari 200 pengguna aplikasi pembayaran seluler di Indonesia. Teknik analisis data yang digunakan yaitu SEM-PLS. Hasil penelitian membuktikan bahwa semua konstruk TPB yaitu sikap,...
Belanja online saat ini menjadi fenomena yang menarik di Indonesia. Data menunjukkan perkembangan yang sangat pesat terjadi dari segi konsumen online, apalagi ketika masa pandemi covid-19. Dengan banyaknya jumlah konsumen yang tidak bisa melakukan aktifitas sehari-hari atau karantina dirumah, menjadikan peningkatan yang signifikan pada belanja onli...
Penelitian ini bertujuan untuk menganalisis efektivitas iklan di Instagram dalam meningkatkan kesadaran merek dan niat pembelian produk untuk konsumen generasi Y dan Z. Selain itu penelitian ini juga membentuk model iklan yang efektif dalam meningkatkan kesadaran merek dan niat pembelian produk untuk konsumen generasi Y dan Z. Penelitian ini menggu...
This study objectives are to analyze the effect of consumer ethnocentrism and perceived value on Chinese smartphone purchase intentions in Indonesia, which are differentiated by gender. The analysis technique used is a partial least squares-structural equation modeling (PLS-SEM) multigroup analysis (MGA). Samples were taken from the Indonesian peop...
This study aims to analyze the effect of game features and trust on the intention to play mobile games based on the technology acceptance model and theory of reasoned action. 408 respondents were engaged in this study to obtain the data which were then analyzed using PLS-SEM. The results show that game features, attitude, and subjective norms are t...
Karyawan adalah modal utama bagi kemajuan perusahaan. Dibutuhkan karyawan dengan kinerja terbaik untuk memajukan dan mencapai tujuan yang ingin dicapai oleh perusahaan. Dalam mendorong kinerja yang terbaik dibutuhkan banyak faktor yang mendukung seperti gaya kepemimpinan yang diterapkan, kualitas kehidupan kerja dan perilaku kewargaan organisasi ya...
Ruang lingkup penelitian ini adalah pengaruh kesadaran merek, citra merek, nilai pelanggan dan kepuasan terhadap loyalitas merek. Sampel dalam penelitian ini sebanyak 200 responden. Teknik analisis data yang digunakan yaitu Structure Equation Model (SEM). Hasil penelitian menunjukan bahwa kepuasan berpengaruh signifikan terhadap loyalitas merek. Ke...
This study aims to analyze the students' decision in choosing a vocational college which is influenced by the marketing mix strategy of vocational colleges and image. The sampling technique was purposive sampling, with a total of 210 respondents. The analysis technique used was SEM PLS. Results showed that the marketing mix strategy of the vocation...
This study analyzes tourist behavior in visiting tourism destinations influenced by smart tourism technology and uses the technology acceptance model (TAM) to accept 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 te...
This study aims to analyze the effect of the marketing mix of higher education on the image of vocational colleges. The sampling technique is purposive sampling with 200 respondents. The analysis technique used is SEM PLS. The results showed that the marketing mix can affect the image of vocational colleges. People consisting of staff and lecturers...
The development of technology has changed various sectors in life to be smart, including tourism. This study aims to analyze the effect of smart tourism technology attributes on visit intention and visiting tourist destinations. This study used a sample of 324 tourists in West Java Province, Indonesia. Partial Least Square is applied to test the re...
Purpose
This paper aims to examine loyalty formation, including service quality, perceived value, image and satisfaction as determinants, and their effect on the financial performance of Islamic banks.
Design/methodology/approach
Data were collected from 280 Islamic bank clients in Indonesia and bank financial performance data from bank financial...
This study evaluates the link between tourists’ loyalty toward attractions and destinations in agritourism and associated influential motivation factors. Using data from 413 self-administered questionnaires from six agritourism attractions in Bandung, Indonesia, Partial Least Squares modelling was employed to assess the hypotheses developed. The re...
This study aims to analyze the factors in mobile game adoption that are influenced by game features and technology acceptance models. Partial least square is used to analyze the relationship between game features, perceived ease of use, perceived usefulness, attitude, and intention to play mobile games. This study uses a sample of 408 respondents w...