2020
DOI: 10.24914/jeb.v23i2.3398
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Intention to buy, interactive marketing, and online purchase decisions

Abstract: The digital era changes marketing activities and consumer behavior, particularly by changing conventional transactions into digitalized ones through online marketplaces. Before consumers make purchase decisions, they usually experience a phase in which they have needs and desires to choose, have, and use certain products. This phase is commonly known as intention to buy. However, intention to buy alone is insufficient in encouraging ones to make purchase decisions, especially in the online shopping environment… Show more

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citations
Cited by 14 publications
(14 citation statements)
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References 27 publications
(57 reference statements)
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“…This can be seen from the positive regression coefficient value of 0.143 with the t-count value smaller than the t-table value (0.901 < 1.985). The findings in this study rejected the results of research conducted by Pasharibu, et al (2020) entitled "Intention to buy, interactive marketing, and online purchase decisions" in which the results indicate that interactive marketing significantly influences purchasing decisions.…”
Section: Discussioncontrasting
confidence: 99%
“…This can be seen from the positive regression coefficient value of 0.143 with the t-count value smaller than the t-table value (0.901 < 1.985). The findings in this study rejected the results of research conducted by Pasharibu, et al (2020) entitled "Intention to buy, interactive marketing, and online purchase decisions" in which the results indicate that interactive marketing significantly influences purchasing decisions.…”
Section: Discussioncontrasting
confidence: 99%
“…The term "intention to buy" refers to the state of mind a customer is in before making a final decision to buy. These claims are corroborated by studies cited in Pasharibu et al (2020), such as those conducted by Nurvidiana et al, Putra et al, Septifani et al, and others. The word "gamification" (Marczewski in Aulia et al, 2021) first appears in the early 2000s, and its popularity skyrockets beginning in the early 2010s (Deterding et al ;Werbach and Hunter in Aulia et al, 2021). Gamification, as stated by Seaborn and Feels, serves to inspire realworld behavior or ideas through the provision of an experience outside of the traditional gaming context (Seaborn and Feels in Aulia et al, 2021).…”
supporting
confidence: 67%
“…The goals of this study are twofold: (1) to determine if there is a correlation between gaming and purchase intent on Traveloka, and (2) to determine if there is a correlation between the Technology Acceptance Model and purchase intent on Traveloka. purchase, as defined by Schiffman and Kanuk in Pasharibu et al (2020), is an appropriate measure of customer sentiment toward products and services. Additionally, Schiffman and Kanuk in Pasharibu et al (2020) mentioned that five indicators can be used to measure intent to purchase, including (1) interest in learning about a related product, (2) consideration to purchase, (3) interest in trying the product, (4) interest in learning about the product, and (5) interest in owning the product.…”
mentioning
confidence: 99%
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“…Hal ini didukung dengan penelitian yang dilakukan oleh Faizaty & Laili (2021) yang menyebutkan bahwa softselling berpengaruh signifikan terhadap keputusan pembelian. Hal ini diperkuat dengan hasil penelitian yang dilakukan oleh Pasharibu et al, (2020) bahwa penjualan yang dilakukan dengan pemasaran yang melibatkan langsung calon konsumen akan lebih besar peluang mempengaruhi calon konsumen tersebut untuk membeli produk yang ditawarkan.…”
Section: Pendahuluanunclassified