Keyphrases
App Users
16%
Brand Switching Intention
14%
Business Users
14%
Cashless Payment System
14%
Character Image
14%
Consumer Ethnocentrism
22%
Customer Engagement
19%
Design Methodology
14%
Electronic Commerce
20%
Environmental Beliefs
14%
Esports
14%
Fast Response
14%
Free Apps
14%
Gamers
34%
Gamifying
14%
Genshin Impact
14%
Global Consumers
14%
Government Campaigns
14%
Government Support
14%
Greater Jakarta
29%
Group Differences
14%
Group Preference
14%
In-app Purchase
46%
In-game Purchase Intention
14%
Indonesia
99%
Indonesian
22%
Lecture Class
14%
Live Streaming Sales
14%
Local Products
14%
Market Games
14%
Marketing Effect
14%
Micro-small Enterprises
14%
Micromedia
14%
Mobile Game Application
14%
Mobile Games
46%
Partial Least Squares Structural Equation Modeling (PLS-SEM)
34%
Perceived Aggressive Monetization
22%
Pitching Research
14%
Policy-capturing
14%
Product Category
22%
Purchase Intention
29%
Purposive Sampling
16%
Research Template
14%
Role of Government
14%
Segmentation Analysis
14%
Service Subscription
14%
Shopee
19%
Student Choice
14%
Subscription Intentions
14%
Video Use
14%
Social Sciences
Authors
14%
Bimodal Distribution
7%
Brand Image
7%
Brand Loyalty
14%
Brand Personality
14%
Business Model
14%
Buying Behavior
7%
Commerce
14%
Conceptual Framework
7%
Congruence
7%
Design Methodology
40%
Escapism
14%
Ethnopsychology
24%
Gamification
14%
Generation Z
17%
Impulse Buying
14%
Indonesia
100%
Intrinsic Motivation
11%
Multivariate Analysis
14%
Online Survey
7%
Payment System
14%
Price
9%
Sales
14%
Scanning Electron Microscopy
7%
Self-Image
7%
Social Influence
9%
Social Interaction
14%
Structural Equation Modeling
50%
Variance
14%
Virtual Community
14%
Willingness-to-Pay
7%
Young Adults
14%