Does gamification on an e-commerce application lead intention to use the application and spread word of mouth?
Year of publication: |
2024
|
---|---|
Authors: | Kusumawardani, Kunthi Afrilinda ; Soegihono, Laura Fabiola |
Published in: |
International journal of business and systems research : IJBSR. - Genève : Inderscience Enterprises, ISSN 1751-2018, ZDB-ID 2435974-9. - Vol. 18.2024, 1, p. 65-84
|
Subject: | attitude | continued use intention | CUI | e-commerce | flow experience | gamification | Indonesia | Shopee | WOM | word of mouth | Virales Marketing | Viral marketing | Indonesien | Electronic Commerce | E-commerce | Konsumentenverhalten | Consumer behaviour | Online-Handel | Online retailing | Innovationsakzeptanz | Innovation adoption | Computerspiel | Video game |
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