JPG Lacap, MIL Ricafrente, J Caponpon… - Current and Future …, 2023 - Springer
Grounded on the flow model, the present study aims to examine the significant effect of gamification in an e-commerce platform on customer experience, and the mediating roles of …
SS Nugroho - Jurnal Siasat Bisnis, 2024 - journal.uii.ac.id
Purpose–The aim of this study is to shed light on the factors influencing continued use, attitude, and satisfaction with gamified mobile app usage. A research model is proposed …
O Bouzaabia, MB Arbia, DJJ Varón… - International Journal on …, 2024 - igi-global.com
Gamification in mobile apps has a research gap, given the potential for gamification to enhance user repurchase intention in a mobile commerce context. This research …
This study aims to analyze the determinants of the use of games and the intention of buying in e-commerce. The data used is quantitative, with the population of Indonesian people who …
2020 tavaszán a COVID-19 vírus miatt kialakult járványhelyzet világszerte távoktatásra kényszerítette a felsőoktatásban dolgozókat és tanulókat, amely teljesen új tanítási és …
VH Budiarani, SS Nugroho - Global Islamic Marketing Conference, 2022 - Springer
Indonesia is regarded as the country with the largest population of Muslim customers and expanding market of e-marketplaces in recent years. It leads to the increasing rate of …
This research aims to empirically investigate how travelers transition from online to physical museums by utilizing and expanding the push-pull-mooring (PPM) model. Drawing from …
Advancement of technology increases the interest in gamification and mindfulness-based mobile applications. In light of the gaining attention in these areas, it is essential to explore …