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Analisis Peran Gamification dalam Hubungan Perceived Value dengan Purchase Intention pada M-commerce Platforms

Ira Iriyanty, S.E., M.S.M. (Pembimbing/Promotor) - ; Febryan, Matthew - ;

This study aims to determine the role of gamification in explaining the relationship between the dimensions of perceived value and purchase intention on m-commerce platforms. The sample used in this study is Indonesian population aged 18 to 55 years, and has played games on m-commerce and shopped at m-commerce for the last six months. The data that were collected were 274 respondents which were then processed using the structural equation model-partial least square (SEM-PLS) method. The results of this study indicate that the dimensions in perceived value namely utilitarian value, hedonic value, time/effort, and social value in the context of gamification have an important role in users' desire to play games and users' desire to buy through m-commerce platforms. Managerial suggestions and further research are discussed in this study..Ada Tabel


Ketersediaan

Call NumberLocationAvailable
13655PSB lt.2 - Karya Akhir1
PenerbitDepok: Program Studi Manajemen Fakultas Ekonomi dan Bisnis UI 2022
Edisi-
SubjekPerceived value
Purchase intention
Gamification
ISBN/ISSN-
Klasifikasi-
Deskripsi Fisikxiii, 105 p. ; diagr. ; 30 cm
Info Detail Spesifik-
Other Version/RelatedTidak tersedia versi lain
Lampiran BerkasTidak Ada Data

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