The success of entrepreneurship education programs remains unanswered if it is associated with some students who have decided to launch and pursue a business venture. It is important to know the intentions of a nascent entrepreneur to start up the business ventures persistently if experts and policy makers' attentions are drawn on how to arouse interest in starting a business. Quantitative approached was used in this research to examine the influence of entrepreneurship education, social norms and self-efficacy on intentions to pursue business ventures by adopting Linan model of intention-behavior. The model was addressed to the students who participated in entrepreneurship education program during the mid of study in Bina Nusantara University. Last, the result is in line with Linan model.
The food and beverages industry have been growing rapidly, making the competition in this industry higher. Therefore, innovation is needed to survive. The purpose of this study is to analyze the influence of food quality and service quality on the customer satisfaction of hot plate restaurants’ consumers, which in turn will have an impact on repurchase intention. The method used in this study is a quantitative approach, using a Likert Scale as a measurement method. Data analysis uses the structural equation modeling (SEM) method with SmartPLS 3.0 tools. The population of this study is XYZ hot plate restaurants’ consumers in Sunter and Bekasi. Total sample that used in this research is 100 samples by using the Slovin formula. The results of this study show significant and positive effects, both individually and simultaneously, between food quality and service quality to customer satisfaction and its impact on repurchase intention. Therefore, in order to compete with others, XYZ hot plate restaurants should (1) Improve and maintain their foods and drinks, (2) Maintain their employees’ credibility, and (3) Reduce the waiting list.
In view of the government’s demonetizing decision to make Indonesia a cashless society, this study aimed to discover the important factors influencing consumers’ attitudes and intentions in using the e-wallet payment system. The authors wanted to find out whether trust, mobility, easiness of use, and usefulness attract customers and encourage them for usage. The quantitative approach in this study was due to the practicality of interpretation and analysis of the data. The primary data was collected by conducting the survey through questionnaires that were sent to the respondents. To test the proposed research model, the authors collected data using a questionnaire survey from 286 OVO consumers in Jakarta. The research findings reveal that mobility is the weakest factor, and perceived usefulness is the strongest factor affecting the users’ attitudes and intention towards using the e-wallet payment system.
In today's digital world, people are using social media at a higher rate than ever before. One digital marketing phenomenon is the use of services from a virtual influencer. Virtual influencers are computer-generated models who are becoming increasingly famous on social media. The purpose of the study is to identify and analyze the communication way of virtual influencers in the digital marketing era. The current study uses a literature review method that searches article titles and abstracts in electronic databases (Scopus and Google Scholar) for studies published between 2018-2022 using keywords. The importance of this research is due to the phenomenon and data literature on lifestyle, interaction patterns, and most of the media production from conventional to digital which has a significant impact on the development of the digital world. The results show the perspective of digital experts on the efficacy and trustworthiness of the use of virtual influencers as a marketing strategy is capable of promoting businesses. Virtual characters can give a new color and dimension to the global marketing world and will be widely used in various industries such as fashion, music, games, films, marketing, education, and politics.
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