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30.727  Articles
1 of 3.074 pages  |  10  records  |  more records»
This study aims to understand the effect of expectancy for character growth (learning, novelty, escapism, enjoyment, social value, audio-visual value, and value for money) on online games towards online gamer loyalty. This quantitative research uses a pur... see more

This study aimed to determine the relationship between guild conformity and loyalty of MMORPG (Massively Multiplayer Online Role-Playing Games) gamers in Semarang.Subjects in this study were selected purposively, ie 15-30 year-old gamers, play MMORPG, joi... see more

This study aims to analyze the influence of brand image, brand awareness and brand trust on loyalty of grab bike users. Maintaining customer loyalty become the focus of this study since it is a crucial aspect of any company, including online transportatio... see more

Purpose: Knowing what affects customer loyalty in Online Travel Agent (OTA) Services. Which will help OTA Services to understand about customer satisfaction and customer loyalty so that they can develop their business in the future in order to get greater... see more

This study maps and analyses the customer loyalty level, namely, the Millennials aged 23-38 shopping online through digital platforms in 2020. The study's objects include, Bukalapak.com, Shopee.co.id, Tokopedia.com, Bibbli.com, Lazada.co.id, Carrefour.co.... see more

The purpose of this study is to examine the effect of online customer shopping experience on electronic satisfaction, electronic trust and electronic loyalty. The online customer experience is divided into cognitive and affective online shopping experienc... see more

ABSTRACT. This study aims to examine and analyze the influence of marketing mix 7P (product, price, promotion, place, people, physical evidence, and process) on costumer loyalty with the mediating role of customer satisfaction. A lesson from case of overl... see more

Introduction: Generation Z (Gen Z) refers to the most application-friendly and website-savvy generation engaging with the Internet for most of its daily activities. The number of Gen Z members has been growing and is projected to become the largest market... see more

Tujuan penelitian ini adalah untuk mengamati dan menganalisis fenomena perilaku bullying di kalangan gamers online pada remaja SMP Perguruan Taman Siswa. Penelitian ini menggunakan metode kualitatif dengan pendekatan fenomenologi. Informan pada penelitian... see more

1 of 3.074 pages  |  10  records  |  more records»