INIS
indonesia
100%
spending
62%
data
56%
design
50%
values
49%
equations
41%
business
39%
applications
38%
modeling
36%
market
32%
marketing
32%
size
31%
psychological behavior
31%
sampling
29%
images
27%
policy
26%
commerce
25%
control
22%
hypothesis
20%
interactions
19%
information
18%
risks
18%
streams
17%
pitches
15%
dynamics
15%
tools
15%
lectures
15%
advertising
15%
reflection
15%
devices
15%
taxonomy
15%
adults
15%
certification
15%
impulse
15%
levels
15%
reviews
15%
labelling
15%
communities
15%
engineering
15%
evaluation
15%
loans
15%
populations
14%
industry
14%
surveys
13%
prices
13%
switches
13%
least square fit
11%
attitudes
10%
conversion
10%
sales
10%
Keyphrases
Indonesia
89%
Mobile Games
49%
In-app Purchase
48%
Gamers
36%
Partial Least Squares Structural Equation Modeling (PLS-SEM)
33%
Purchase Intention
31%
Indonesian
24%
Perceived Aggressive Monetization
23%
Consumer Ethnocentrism
23%
Product Category
23%
Electronic Commerce
21%
Shopee
20%
Customer Engagement
20%
App Users
17%
Design Methodology
15%
Video Use
15%
Lecture Class
15%
Mobile Game Application
15%
Group Preference
15%
Segmentation Analysis
15%
Subscription Intentions
15%
Group Differences
15%
Local Products
15%
Government Campaigns
15%
Role of Government
15%
Free Apps
15%
Student Choice
15%
Business Users
15%
Marketing Effect
15%
Global Consumers
15%
Environmental Beliefs
15%
Policy-capturing
15%
Cashless Payment System
15%
Live Streaming Sales
15%
Research Template
15%
Pitching Research
15%
Genshin Impact
15%
Character Image
15%
In-game Purchase Intention
15%
Esports
15%
Service Subscription
15%
Brand Switching Intention
15%
Government Support
15%
Fast Response
15%
Market Games
15%
Micro-small Enterprises
15%
Gamifying
15%
Micromedia
15%
Small to Medium Size Enterprises
15%
Online Loans
15%