Array
DOI:
https://doi.org/10.35794/jmbi.v9i2.42391Abstrak
ArrayReferensi
Alas, R., Übius, U., Lorents, P., & Matsak, E. (2017). Corporate Social Responsibility In European And Asian Countries. Jurnal Manajemen Bisnis Dan Inovasi (JMBI) UNSRAT Vol. 4 No. 1
Aparicio, M., Costa, C. J., & Moises, R. (2021). Gamification and reputation: key determinants of e-commerce usage and repurchase intention. Heliyon, 7(3), e06383.
Aren, S., Güzel, M., Kabadayı, E., & Alpkan, L. (2013). Factors affecting repurchase intention to shop at the same website. Procedia-Social and Behavioral Sciences, 99, 536-544.
Beck, L., & Wright, A. (2019). iGen: What you should know about post-millennial students. College and University, 94(1), 21-26.
Chen, Y. Y. (2012). Why do consumers go internet shopping again? Understanding the antecedents of repurchase intention. Journal of Organizational Computing and Electronic Commerce, 22(1), 38-63.
Chiu, C. M., Chang, C. C., Cheng, H. L., & Fang, Y. H. (2009). Determinants of customer repurchase intention in online shopping. Online information review.
Chrisnathaniel, H., Hartini, S., & Rahayu, S. P. (2021). Analisis Gamification Shopee. com Sebagai Media Pemasaran Terhadap EWOM, Positive Emotion, & Repurchase Intention (Pada Aplikasi Shopee. com). Jurnal Nusantara Aplikasi Manajemen Bisnis, 6(1), 15-32.
Cilliers, E. J. (2017). The challenge of teaching generation Z. PEOPLE: International Journal of Social Sciences, 3(1), 188-198.
Dolot, A. (2018). The characteristics of Generation Z. E-mentor, 74(2), 44-50.
Djohan, S. A., Handhana, D., Castafiore, V. B., & Hendriana, E. (2022). Can Gamification Stimulate Customers to Repurchase in the E-Marketplace? The Mediation Effect of Customer Experience and Engagement. Budapest International Research and Critics Institute (BIRCI-Journal): Humanities and Social Sciences, 5(1), 4781-4796.
Grace, M., & Seemiller, C. (2019). GENERATION Z A CENTURY IN THE MAKING
Hair Jr, J. F., Hult, G. T. M., Ringle, C. M., & Sarstedt, M. (2021). A primer on partial least squares structural equation modeling (PLS-SEM). Sage publications.
Hamari, J., Koivisto, J., & Sarsa, H. (2014, January). Does gamification work?--a literature review of empirical studies on gamification. In 2014 47th Hawaii international conference on system sciences (pp. 3025-3034). Ieee.
Hamari, J. (2017). Do badges increase user activity? A field experiment on the effects of gamification. Computers in human behavior, 71, 469-478.
Hellier, P. K., Geursen, G. M., Carr, R. A., & Rickard, J. A. (2003). Customer repurchase intention: A general structural equation model. European journal of marketing.
Kim, C., Costello, F. J., & Lee, K. C. (2020). The unobserved heterogeneneous influence of gamification and novelty-seeking traits on consumers’ repurchase intention in the omnichannel retailing. Frontiers in Psychology, 11, 1664.
Lee, C. H., Eze, U. C., & Ndubisi, N. O. (2011). Analyzing key determinants of online repurchase intentions. Asia Pacific Journal of Marketing and Logistics.
Merhabi, M. A., Petridis, P., & Khusainova, R. (2021). Gamification for Brand Value Co-Creation: A Systematic Literature Review. Information, 12(9), 345.
Mojambo, G. A., Tulung, J. E., & Saerang, R. T. (2020). The Influence of Top Management Team (TMT) Characteristics Toward Indonesian Banks Financial Performance During the Digital Era (2014-2018). JMBI UNSRAT (Jurnal Ilmiah Manajemen Bisnis dan Inovasi Universitas Sam Ratulangi)., 7(1).
Piligrimienė, Ž. (2021). Research Methodology of Gamification-Based Consumer Engagement in Value Creation in the Context of ICT Development. In Gamification and Consumer Engagement (pp. 109-128). Springer, Cham.
Rakhmanita, A., Hurriyati, R., & Dirgantari, P. D. (2022). Strategy of Gamification, Product and Pricing: Does It Matter on Buying Interests of Fore Coffee consumers. SENTRALISASI, 11(1), 28-36.
Sawitri, N. L. P. W., & Giantari, I. G. A. K. (2020). The role of trust mediates the effect of perceived ease of use and perceived usefulness on online repurchase intention. American Journal of Humanities and Social Sciences Research (AJHSSR), 4(1), 374-381.
Sitthipon, T., Limna, P., Jaipong, P., Siripipattanakul, S., & Auttawechasakoon, P. (2022). Gamification Predicting Customers’ Repurchase Intention Via E-Commerce Platforms Through Mediating Effect of Customer Satisfaction in Thailand. Review of Advanced Multidisciplinary Sciences, Engineering & Innovation, 1(1), 1-14.
Syaharani, D. P., & Yasa, N. K. (2022). The Role of Trust as Mediation between Perceived Usefulness and Perceived Ease of Use on Repurchase Intention. European Journal of Development Studies, 2(3), 36-40.
White, J. E. (2017). Meet generation Z: Understanding and reaching the new post-Christian world. Baker Books.
Wicaksono, B., & Subari, F. A. (2021). GAMIFIKASI DAN KORELASINYA DENGAN MINAT MENGUNJUNGI ULANG PADA MARKETPLACE “Xâ€. Jurnal Administrasi Bisnis, 17(1), 101-114.
https://www.worldbank.org/en/country/indonesia/overview#1
https://www.statista.com/statistics/254456/number-of-internet-users-in-indonesia/




