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The Influence of Gamification, E-Service Quality and E-Trust on Online Purchase Decision with Online Purchase Intention as Intervening Variable at the Marketplace Shopee in Medan City
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The Influence of Gamification, E-Service Quality and E-Trust on Online Purchase Decision with Online Purchase Intention as Intervening Variable at the Marketplace Shopee in Medan City (2021)The Influence of Gamification, E-Service …Prinsip-Prinsip Pemasaran (2023)Prinsip-Prinsip PemasaranMetode Penelitian Kuantitatif (2018)Metode Penelitian KuantitatifExploring consumers perceived risk and trust for mobile shopping: A theoretical framework and empirical study (2018)Exploring consumers perceived…SErvice Quality dan Satisfaction (2016)SErvice Quality dan Satisfact…Understanding the consumer's online merchant selection process: The roles of product involvement, perceived risk, and trust expectation (2015)Understanding the consumer's …Electronic Commerce: A Managerial and Social Networks Perspective (2015)Electronic Commerce: A Manage…Metode Penelitian Manajemen (2014)Metode Penelitian ManajemenMETODE PENELITIAN Kuantitatif, Kualitatif dan R&D (2014)METODE PENELITIAN Kuantitatif…Gamification in theory and action: A survey (2014)Gamification in theory and ac…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Consumer attitudes toward blogger’s sponsored recommendations and purchase intention: The effect of sponsorship type, product type, and brand awareness (2014)Consumer attitudes toward blo…For the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…Digital Marketing: Strategy, Implementation and Practice (2012)Digital Marketing: Strategy, …Introduction to Mass Communication : Media Literacy and Culture (2008)Introduction to Mass Communic…A trust-based consumer decision-making model in electronic commerce: The role of trust, perceived risk, and their antecedents (2007)A trust-based consumer decisi…Principles of Marketing (1972)Principles of MarketingThe theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)From game design elements to gamefulness (2011)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Examining multi-dimensional trust and multi-faceted risk in initial acceptance of emerging technologies: An empirical study of mobile banking services (2010)Effects of various characteristics of social commerce (s-commerce) on consumers’ trust and trust performance (2012)The role of live streaming in building consumer trust and engagement with social commerce sellers (2018)Science and Human Behavior (1953)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The Gamification of Learning: a Meta-analysis (2019)Gamification in Education: A Systematic Mapping Study (2015)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Classifying Services to Gain Strategic Marketing Insights (1983)Understanding Service Convenience (2002)Effects of innovation types on firm performance (2011)Information and Communication Technologies in Tourism 2014 (2013)Brand interactions and social media: Enhancing user loyalty through social networking sites (2016)Digital Marketing: A Review (2019)PENGARUH PENGGUNAAN VIDEO PEMBELAJARAN TERHADAP PENINGKATAN HASIL BELAJAR MAPEL IPA DI MIN KROYA CIREBON (2016)An Analysis of University Students’ Perspective On Online Learning in The Midst of Covid-19 Pandemic (2020)Metode Penelitian Kualitatif Studi Pustaka (2022)Saudi Journal of Business and Management Studies (2019)Dampak Pandemi COVID-19 terhadap Perekonomian Indonesia (2020)The Influence of 4C (Constructive, Critical, Creativity, Collaborative) Learning Model on Students’ Learning Outcomes (2021)ANALISIS PENGARUH KEPEMIMPINAN DAN BUDAYA ORGANISASI TERHADAP KINERJA PEGAWAI DENGAN SISTEM REWARD SEBAGAI VARIABEL MODERATING (2014)PENGARUH NEW NORMAL DITENGAH PANDEMI COVID-19 TERHADAP PENGELOLAHAN SEKOLAH DAN PESERTA DIDIK (2020)Analisis Pengaruh Promosi, Harga, dan Citra Merek terhadap Keputusan Pembelian pada Situs E-commerce Zalora di Jakarta (2021)MODEL KEPUASAN PELANGGAN: ANALISIS KUALITAS PRODUK DAN KUALITAS LAYANAN TERHADAP CITRA MEREK PADA GIANT CITRA RAYA JAKARTA (2017)PENGARUH KUALITAS PRODUK DAN BRAND IMAGE TERHADAP KEPUTUSAN PEMBELIAN (2017)PENGARUH TAMPILAN WEB DAN HARGA TERHADAP MINAT BELI DENGAN KEPERCAYAAN SEBAGAI INTERVENING VARIABLE PADA E-COMMERCE SHOPEE (2020)
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References

  • 2014METODE PENELITIAN Kuantitatif, Kualitatif dan R&D14,569 cited
  • 2018Metode Penelitian Kuantitatif7,810 cited
  • 1972Principles of Marketing5,587 cited
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  • 2023Prinsip-Prinsip Pemasaran3,788 cited
  • 2007A trust-based consumer decision-making model in electronic commerce: The role of trust, perceived risk, and their antecedents3,609 cited
  • 2014Gamification in theory and action: A survey2,509 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
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  • 2014Consumer attitudes toward blogger’s sponsored recommendations and purchase intention: The effect of sponsorship type, product type, and brand awareness426 cited
  • 2008Introduction to Mass Communication : Media Literacy and Culture388 cited
  • 2016SErvice Quality dan Satisfaction276 cited
  • 2015Understanding the consumer's online merchant selection process: The roles of product involvement, perceived risk, and trust expectation

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273 cited
  • 2018Exploring consumers perceived risk and trust for mobile shopping: A theoretical framework and empirical study270 cited
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