Pengaruh Kepuasan Konsumen Atas Experimental Marketing Pandora Experience Terhadap Loyalitas Konsumen

Bernardi Avriandi Sinatra, Melanni Mulyawati Sanjaya
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Abstract

Competition that occurs in the business world in Indonesia is increasingly tight in Indonesia. One big contribution for Indonesia is the creative economy which consists of creative industries such as interactive games related to creation, production, agility, and education. Interactive game in the city of Bandung which some time ago was widely discussed, namely the escape room. The chosen escape room is PANDORA Experience. The concept promoted by PANDORA Experience is a strategy that is widely used by business people. This strategy makes the experience given by the company to its consumers as a core product in the field of marketing called the experience marketing. The research method used in this research is explanatory descriptive method where the purpose of the descriptive method is to collect data that describes the characteristics of people, events, or situations. While the explanatory method is used to explain the causal relationship between the variables through hypothesis testing. The method of data collection is done by studying literature from various sources, direct observation, interviewing parties related to the object of research, and distributing questionnaires to 120 respondents aged 16-30 years who have played PANDORA Experience. The data that has been obtained is tested using the classical assumption of multiple regression testing consisting of normality test, multicollinearity test, and heteroscedasticity test. In addition, multiple linear regression analysis and hypothesis testing were carried out to support the research process. Keywords: Customers Satisfaction; Experiental Marketing; Consumer Loyalty; Creative Industry
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消费者满意度对潘多拉营销体验的影响影响了消费者忠诚度
印尼商界的竞争越来越激烈。印尼的一大贡献是创意经济,包括创意产业,例如与创作、制作、敏捷性和教育相关的互动游戏。前一段时间在万隆市被广泛讨论的互动游戏,即密室逃生。选择的密室是潘多拉体验。PANDORA Experience所倡导的理念是一种被商界人士广泛使用的策略。这种策略将企业给予消费者的体验作为营销领域的核心产品,称为体验营销。本研究中使用的研究方法是解释性描述性方法,其中描述性方法的目的是收集描述人物,事件或情况特征的数据。而解释法是通过假设检验来解释变量之间的因果关系。数据收集的方法是通过研究各种文献,直接观察,采访与研究对象相关的当事人,并向120名16-30岁的玩过《潘多拉体验》的受访者发放问卷。对得到的数据采用经典的多元回归检验假设进行检验,包括正态性检验、多重共线性检验和异方差检验。此外,还进行了多元线性回归分析和假设检验来支持研究过程。关键词:顾客满意;Experiental销售;消费者忠诚度;创意产业
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