Business & Economics
Indonesia
100%
Purchase Intention
66%
Electronic Commerce
58%
Instagram
47%
Loyalty
46%
Digital Marketing
46%
Apps
40%
Purchase
37%
Perceived Value
36%
Cross-border
34%
Homophily
33%
Emotion
30%
Cognition
26%
Opinion Leadership
26%
Gaming
24%
Advertising Media
24%
Behavior Analysis
23%
Virus
22%
Marketing Capabilities
22%
Millennials
21%
Supply Chain
21%
E-services
21%
Questionnaire
21%
Software
20%
Consumer Intention
20%
Consumer Decision Making
20%
Logistics Service
20%
Purchasing Decision
20%
Technology System
20%
Purchasing Behavior
19%
Purchase Behavior
19%
Smartphone
19%
Addiction
19%
Social Media
18%
Longitudinal Study
18%
Structural Equation Modeling
17%
Behavioral Intention
17%
Logistics
15%
Modeling Method
15%
Business Process
14%
Expertise
14%
Decision-making Process
14%
Service Quality
14%
Market Games
12%
Logistics Outsourcing
12%
Connectedness
10%
Interaction
10%
Privacy Concerns
10%
Industry
10%
Data Collection
10%
Engineering & Materials Science
Latent Class Analysis
91%
Electronic commerce
62%
Marketing
47%
Purchasing
41%
Logistics
40%
Industry
39%
Supply chains
35%
Exchange interactions
32%
Viruses
21%
Clothes
19%
Consumer behavior
19%
Ice
18%
Sampling
17%
Smartphones
16%
Application programs
16%
Information technology
15%
Decision making
13%
Outsourcing
10%
Statistical methods
7%
Customer satisfaction
7%
Scanning electron microscopy
6%
Wearable technology
5%
Mathematics
Advertising
40%
Exchange Interaction
31%
Influence
27%
Leadership
26%
Supply Chain
24%
Marketing
23%
Privacy
23%
Decision Making
18%
Structural Equation Modeling
13%
LISREL
9%
Revocation
7%
Private Information
7%
Internal
7%
Conceptual Model
6%
Modeling Method
6%
Social Media
6%
Business Model
6%
Industry
5%
Software
5%
Actors
5%