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60  Articles
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This study examines how the Theory of Planned Behavior and perceived risk can affect the intention to switch users of free versions of freemium online applications and games to use paid versions of freemium online applications and games. Data was collecte... see more

Penelitian ini bertujuan untuk menganalisis hubungan antara service quality dan intention pada penggunaan aplikasi mobile yang memiliki layanan freemium oleh mahasiswa di Surabaya. Penelitian ini menggunakan teknik purposive sampling terhadap 149 mahasisw... see more

Game merupakan kategori terpopuler di Play Store dan App Store, matangnya industri game sudah terbentuk sejak puluhan tahun lalu dari zaman konsol. Value Chain game di zaman mobile mengalami perubahan yang signifikan, terutama di sisi distribution channel... see more

Penelitian ini bertujuan untuk menganalisis hubungan antara service quality dan intention pada penggunaan aplikasi mobile yang memiliki layanan freemium oleh mahasiswa di Surabaya. Penelitian ini menggunakan teknik purposive sampling terhadap 149 mahasisw... see more

This study aimed to analyze factors that could influence continuous usage intention on freemium applications and purchase intention of premium services among students. Non-probability purposive sampling was used to determine the respondent. The criteria f... see more

The willingness of customers to pay for additional features of the mobile freemium games is an interesting benchmark to research. The purpose of this study is to investigate the influence of social media activities, such as e-WOM (electronic Word of Mouth... see more

Abstract- Poweramp is an application that is divided into 2, freemium and premium, Poweramp application is a music player application that is ranked as number 1 in Google Play. Poweramp application can be downloaded through Google Play. Poweramp freemium ... see more

The purpose of this study was to develop dance-based learning media created by Zapin to improve the kinesthetic intelligence of children aged 5-6 years. This study is motivated by the low level of kinesthetic intelligence in children aged 5-6 years becaus... see more

This study aims to develop a puzzle game based on aspects of validity, accuracy and effectiveness. Cloud puzzle game is a learning media that can support the learning process. A puzzle game containing FPB and KPK material that learns about the meaning and... see more

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