This research aims to determine the effect of social media marketing on brand equity, the impact on consumer response, and the effect on consumer response. The research methodology used is a survey. The number for the sample is 269 Telkomsel Jabodetabek customers. This study uses three hypothetical relationship models. Data analysis used Structural Equation Modeling (SEM) to determine the test of the effect of independent variables on the dependent variable. The study results indicate the influence of social media marketing efforts on brand equity and consumer response. However, there is no effect between brand equity and consumer response. The limitation of this study is that it only examines Telkomsel's customer respondents and does not examine factors such as brand involvement, brand experience, brand trust, and brand satisfaction.
Kebudayaan Betawi semakin terkikis di era yang serba maju saat ini. Salah satu kesenian Betawi yaitu Gambang Kromong merupakan kesenian musik budaya Betawi dengan akulturasi seni dan budaya Tiongkok. Tujuan penelitian ini untuk memasarkan kesenian Gambang Kromong kepada masyarakat dengan menggunakan aplikasi Augmented Reality agar dapat meningkatkan kesadaran masyarakat terhadap kesenian Gambang Kromong serta melestarikan kesenian dan kebudayaan Betawi. Proses memasarkannya dilakukan dengan membuat booklet yang terdiri dari informasi dan suara alat musik Gambang Kromong serta menggunakan virtual button. Pengumpulan data berasal dari studi literatur serta menggunakan kuesioner secara online. Proses produksi dengan membuat buku dan aplikasi Augmented Reality yang dirancang menggunakan software Unity 3D. Pemograman dan plug in Vuforia untuk membuat database pada Augmented Reality menggunakan software pendukungnya seperti SDK dan JDK. Beberapa software lainnya seperti Adobe Illustrator dan Adobe Photoshop untuk desain aset dua dimensi serta Blender 2.8 untuk membuat aset tiga dimensi. Aplikasi ini telah diuji coba pada empat perangkat dengan rincian percobaan mulai dari loading screen, membuka info, menu tutorial, menu settings, mendeteksi hingga kembali ke menu utama. Hasil penelitian menunjukkan dengan menggunakan aplikasi berbasis Augmented Reality maka dapat mempermudah penyampaian informasi, menambah wawasan terhadap kesenian Gambang Kromong dan meningkatkan rasa cinta terhadap kesenian Betawi.
The objectives of this research are: to analyze the effect of e-WOM on brand love, to analyze the effect of e-WOM on purchasing decisions in online shopping, to analyze the effect of brand love on purchasing decisions in online shopping. This research used quantitative methods, with a total sample of 243 online shopping in the Jabodetabek area. The research used online survey methods in the form of questionnaires. The sampling technique used purposive sampling. The scaling technique of the study applied Likert scale which produces measurements at intervals; scale 1 for strongly disagree statements and scale 5 for strongly agree statements. The data analysis used SEM (Structural Equation Modeling).The findings showed that there is a positive effect of e-WOM variable on brand love variable with a t-count value of 7.01 with an estimate of 0.43. The e-WOM variable has a positive effect on purchase decision with t-count value of 7.08 with an estimate of 0.47. Brand love is the last variable that has a positive effect on purchasing decisions with a t-count value of 6.92 with an estimate of 0.35.
Many legal cases have received sharp attention from the public. Both to law enforcement officers, law enforcement institutions, and judges' decisions that are considered "not fulfilling" the values of justice for the community. Binziad Kadafi , a member of the Judicial Commission (KY). He revealed that the public has a negative perception of the integrity and inconsistency of judges' decisions. Given the importance of a decision for judges as law enforcers at the forefront, and also considering the importance of a decision as jurisprudence, and also as a form of internal and externaal supervision. The purpose of this research is the author would like to dig deeper into the implementation Digitizing Judicial Decisions in the Directory of Decisions of the Supreme Court. This type of research is classified as descriptive with a qualitative approach. The data sources for this research are judges, advocates, justice seekers and legal sources and legal literature related to this research. Furthermore, the research method used is the distribution of questionnaires to 17 judges located in 5 (five) islands in Indonesia, namely Sumatra, Java, Kalimantan, Bali and Papua. Questionnaires were also distributed to 50 advocates/community seeking justice in the Sidoarjo Religious Court area. Then the data analysis technique in this study was carried out in three stages, namely: data reduction, data interpretation and conclusion drawing and Likert Scale 4 assessment. The results of the study prove that the implementation of digitizing decisions in the Supreme Court Decision Directory is included in the "Very Good" category. with the digitization of decisions, it encourages judges to be more thorough, faster, and more efficient in making their decisions. However, there needs to be improvement efforts such as increasing server capacity and also server maintenance .
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