Crowdfunding is a new and novel way to gather fund through the internet for small and medium-size business from many investors. It is different from the conventional method which capital is gained from the loans from some of the conventional financial institutions like banks, angel investors, venture capitalists. Even though it is very popular, there are few numbers of researches have been done on this topic, especially to identify the motivation behind someone when investing in using this method. Some studies have been done to explore motivations. In this study, the sampling techniques that will be used are convenience and snowball sampling techniques. In the end, the study can gather 68 respondents, which all responses would be analyzed using an exploratory analysis using R software. Based on the results, there are five groups of motivations for investing in crowdfunding; they are enjoyment, recognition, curiosity, perceived risk, and altruism. The results of this study provided theoretical implications for future research and practical implications for the success of crowdfunding platforms.
Nowadays, crowdfunding is an alternative way to find funds to develop a product or service. It is no exception for game creators who want to get funds to develop the games they will create. This study is unique and was made based on a case study of Xagia Wars, a visual game created by a game creator in Jakarta called Vifth Floor. This study analyzes the motivations to increase a funder's willingness to fund a visual game project. This study used observation and netnography to get data and regression analysis to measure the motivation to fund the visual game project. The results showed that the factors that influence the funders' willingness to fund are the level of innovation of the project, reward, involvement, and support for the project. Several things need to be considered for project creators to increase the rate of successful crowdfunding. Such as the value of the reward, whether it makes people interested, a visual game must-have innovation, and invite the funders to participate in the game creation process so that funders can provide support for what is needed is not only in the form of funds.
PurposeThis study aims to explore the relationships between particular personal values (environmental, hedonic and utilitarian) and the intention to purchase slow fashion through the mechanism of attitude toward slow fashion in Indonesia.Design/methodology/approachThis quantitative study uses an online questionnaire to obtain survey data from 429 respondents in cities in Indonesia. The respondents were mostly aged between 18 and 45 years, with the majority between 18 and 22 years (63.40 per cent). Confirmatory factor analysis and structural equation modeling are used to test and validate the proposed model's scale validity and relationship.FindingsEnvironmental, utilitarian and hedonic values are positively related to attitudes toward slow-fashion products. Further, attitudes toward slow-fashion products positively influence purchase intention.Practical implicationsThe study suggests marketing strategies to stimulate the intention to purchase slow fashion through advertising that emphasizes utilitarian, environmental and hedonic values, such as the pleasure in using slow-fashion products.Originality/valueThis study is the first to investigate the relationship of environmental and motivational values (hedonic and utilitarian) to the intention to purchase slow-fashion products. The findings contribute to the theoretical and practical understandings of slow fashion by identifying pre-positioned values that trigger positive attitudes toward slow-fashion products, thereby increasing purchase intention.
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