Kualitas Pelayanan Customer Service, Promosi Terhadap Minat Beli Ulang Melalui Kepuasan Konsumen Pada Game Online Valorant

Harissen, Reza (2023) Kualitas Pelayanan Customer Service, Promosi Terhadap Minat Beli Ulang Melalui Kepuasan Konsumen Pada Game Online Valorant. Skripsi thesis, Sekolah Tinggi Ilmu Ekonomi Indonesia.

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Abstract

Penelitian ini bertujuan untuk mengetahui Kualitas Pelayanan Customer Service, Promosi Terhadap Minat Beli Ulang Melalui Kepuasan Konsumen Pada Game Online Valorant. Customer Service, Promosi, Kepuasan Konsumen sebagai variabel dependen, Sedangkan Minat beli ulang sebagai variabel Intervening, Sedangkan kepuasan konsumen sebagai variabel independen. Strategi dalam penelitian ini adalah penelitian asosiatif dengan pendekatan kuantitatif. Pengumpulan data pada penelitian ini dilakukan melalui penyebaran instrument penelitian berupa kuesioner kepada 100 pemain game Valorant yang di ukur dengan skala likert Teknik pengambilan sampel yang dipakai pada riset ini metode nonprobality sampling (pemungutan sampel denga cara tidak acak) dengan memakai teknik purposive sampling. Analisis dalam penelitian ini menggunakan software smart PLS ver 4. Alat analisis statistik menggunakan uji validitas pelayanan customer service, promosi, kepuasan konsumen, uji rebilitas, uji koefisien determinasi. Hasil penelitian menunjukan secara parsial Pelayanan Customer Service berpengaruh signifikan terhadap Kepuasan Konsumen, Promosi berpengaruh signifikan terhadap Kepuasan Konsumen, Pelayanan Customer Service tidak berpengaruh signifikan terhadap Minat beli ulang, Promosi tidak berpengaruh signifikan terhadap minat beli ulang, kepuasan konsumen berpengaruh signifikan terhadap minat beli ulang. This study aims to determine the Quality of Customer Service, Promotion of Repurchase Interest through Customer Satisfaction in the Valorant Online Game. Customer Service, Promotion, Consumer Satisfaction as the dependent variable, Meanwhile, repurchase interest as an Intervening variable, Meanwhile, consumer satisfaction as an independent variable. The strategy in this research is associative research with a quantitative approach. Data collection in this study was carried out by distributing research instruments in the form of questionnaires to 100 Valorant game players which were measured using a Likert scale. The analysis in this study uses Smart PLS Ver 4 software. The statistical analysis tool uses the Partial Coefficient of Determination, the Coefficient of Determination. The results of the study show that partially Customer Service has a significant effect on Consumer Satisfaction, Promotion has a significant effect on Consumer Satisfaction, Customer Service has no significant effect on Repurchase intention, Promotion has no significant effect on Repurchase intention, Customer satisfaction has a significant effect on Repurchase intention.

Item Type: Thesis (Skripsi)
Contributors:
ContributionContributorsNIDNEmail
Thesis advisorHusen, Irfan ArifNIDN0309128203irfan_arif_husen@stei.ac.id
Uncontrolled Keywords: Komunitas Pemain Valorant
Subjects: Manajemen > Manajemen Pemasaran
Divisions: S1 Manajemen
Depositing User: Reza Harissen
Date Deposited: 15 Jun 2023 03:51
Last Modified: 15 Jun 2023 03:51
URI: http://repository.stei.ac.id/id/eprint/10128

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