PurposeThe purpose of this paper is to examine the determinant factors that influence the purchase intention of fish by Indonesians, especially in 14 provinces with low fish consumption rates.Design/methodology/approachThe survey was conducted with a total of 307 respondents in West Sumatra, Jambi, Bengkulu, Lampung, DKI Jakarta, West Java, Central Java, Special Region of Yogyakarta, East Java, Banten, Bali, West Nusa Tenggara, East Nusa Tenggara and West Borneo. The factors measured and analyzed are product, individual and environmental characteristics while partial least square is used to analyze the data.FindingsThe factors influencing the purchase intention of fish by Indonesians include product, individual and environmental characteristics. Not surprisingly, environmental characteristics were cited by most respondents.Originality/valueThis is the first study on the factors which influence the purchase of fish by Indonesians, in a country with a high rate of fish production, but a low rate of consumption. Findings are relevant to support the “Gemarikan Program” (Program to Promote Fish Eating) by The Indonesia Ministry of Marine Affairs and Fisheries.
Pandemi Covid-19 mengakibatkan perubahan pola kehidupan masyarakat, termasuk dalam hal kebutuhan akan teknologi. Sejak terjadinya pandemi Covid-19, semakin banyak teknologi baru yang muncul dan dimanfaatkan oleh masyarakat untuk menunjang kebutuhan sehari-hari. Saat ini hampir semua kegiatan masyarakat dilakukan menggunakan teknologi, mulai dari absen kantor yang dilakukan secara digital, rapat melalui virtual, pemesanan makanan melalui online, bahkan ibadah pun juga harus melalui jaringan digital. Online food delivery merupakan jasa antar makanan yang dilakukan oleh situs layanan antar online, baik melalui aplikasi jasa antar seperti GoFood atau GrabFood maupun aplikasi lainnya. Di tengah pandemi Covid-19 seperti sekarang ini, penggunaan online food delivery sangat disukai oleh masyarakat Indonesia. Pemberlakuan Pembatasan Kegiatan Masyarakat (PPKM) membatasi aktivitas konsumen untuk menikmati makanan yang diinginkan di suatu restoran. Jadi pemesanan makanan melalui online food delivery dianggap merupakan solusi terbaik. Penelitian ini menggunakan metode penelitian kuantitatif. Pengumpulan data dalam penelitian ini dengan melakukan penyebaran kuesioner secara online pada 270 responden. Aplikasi pengolahan data yang digunakan adalah SmartPLS 3.0. Penelitian ini menunjukkan bahwa e-satisfaction dipengaruhi oleh perceived usefulness, perceived ease of use, dan dinning attitude. Keywords: online food delivery, dinning attitude, e-satisfaction
Third Wave of Coffee is the last era of coffee development (for now), where coffee entrepreneurs began to create a special appreciation for coffee. In this era, consumers began to realize that coffee is not just a commodity to consume, but coffee has become an important part of every consumer's life. This research was conducted to determine changes in experiential marketing in grab-and-go coffee shops. Regular consumers are more influenced by experience quality created by coffee shops, where product quality and service quality are considered less important. Experience quality plays a major role in adding value to the product, further encouraging consumers to re-visit a coffee shop. The analysis technique uses PLS 3.0 with 170 respondents. The results showed that product quality and service quality affect the satisfaction. While experience quality has no effect. Satisfaction has an effect on repurchase intention on grab-and-go coffee. Keywords : product quality, service quality, experience quality, satisfaction, repurchase intention.
This research aims to determine the impact of Galah Asin games with parental support on the fundamental movement skills of elementary school students. The sampling technique by dividing the population into two groups: a group that used the Galah Asin game (group I) and a group that used a modified Galah Asin game (group II) in the test of the level of support from the student's parents in carrying out movement activities. Based on test results, each group was ranked, and then 27% from the top were taken as a group with high parental support and 27% from the bottom as a group with low parental support. The method employed in this research was an experimental method with a 2x2 ANOVA design. Based on the results, the modification of the Galah Asin game has no better impact than the Galah Asin game on fundamental movement skills in elementary school students. There is an interaction between the Galah Asin game and parental support of fundamental movement skills in elementary school students. Students with high parental support do not have a better impact on fundamental movement skills than students with low parental support in elementary school students. Galah Asin game modifications have a better impact than Galah Asin games on fundamental movement skills for students with high parental support in elementary school.
Traditionally, mall developers have tried to attract consumers through store diversity and availability of products in one place (one-stop shopping concept). But now, consumer market is more segmented. To obtain customer loyalty, mall must be able to attract unique motives and experiential needs, not just offering a shopping place that provides complete items at attractive prices. This paper aims to answer a major challenges in the success of the mall to attract visitors on the online shopping trends. Data were collected using questionnaires to mall visitors in Jakarta. A sample of 380 was analyzed using Multiple Linear Regression. This study suggests that physical shopping centers must be create a new atmosphere to attract different segments. hopping malls must provide different concepts and create new experiences that consumers can’t get in online purchases. Keywords : aesthetic, exploration, escape, convenience, mall shopping behavior.
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