All Stories

  1. What Drives Intention and Willingness to Pay for Electric Vehicles?
  2. How Gacha Games Keep Gen Z Players Engaged: Lessons from Genshin Impact in Indonesia
  3. Why do people from different faiths join brand boycotts during the Israel–Palestine conflict?
  4. What Drives Indonesians to Adopt and Pay for Smart Home Technology?
  5. How Online Lending Ads Influence Young Indonesians' Decisions to Download Loan Apps
  6. How Customer Knowledge and Product Uniqueness Drive Interest in Fashion NFTs
  7. How Character Images Affect Gamer Satisfaction, Impulse Buying, and Word-of-Mouth for Genshin Impact
  8. Why Watching Esports Makes You Play More and Spend More: The Role of Escapism, Friends, and Fun
  9. How to Enhance B2B Customer Engagement: Insights from App-Based Service Subscriptions for MSMEs
  10. Factors Affecting Electric Car Adoption in Indonesia
  11. Understanding What Makes People Stick with Netflix
  12. Gamification boosts user engagement, driving online sales
  13. Understanding How K-Pop Fandom Affects Consumer Engagement and Purchase Intentions in Indonesia
  14. A Deeper Understanding of Student Preferences for In‐Class Video Use: A Segmentation Analyses of Needs, Group Differences and Preference Clusters
  15. Influencing Factors in Live Stream Selling on Shopee
  16. Aggressive monetization is causing mobile gamers to be unwilling to spend money on in-app purchases.
  17. Does Government Support Contribute to Cashless Payment System Long-term Adoption?
  18. Segmenting students by analyzing their preferences for in-class video use
  19. What Causes Users’ Unwillingness to Spend Money for In-App Purchases in Mobile Games?: An Abstract
  20. Quick Response Indonesian Standard (QRIS): Does Government Support Contribute to Cashless Payment System Long-term Adoption?
  21. Hey Google: Does Environmental Beliefs and Perceived Privacy Risk Influence Potential User’s Intention to Use a Smart Home System in Indonesia?
  22. What determines Brand Switching Intention of Technological Products?
  23. Why aren't most mobile gamers willing to spend money on in-app purchases?
  24. The Effect of Perceived Product Quality, Brand Personality, and Loyalty on Brand Switching Intention of Technological Products
  25. No Such Thing As A Free App
  26. Pitching Research: Insights and Reflections from using a Web Portal in a Doctoral Course Exercise
  27. Turning Over Employee Turnover: A Review on Employee Alumni and Rehiring
  28. Book of Pitches: UQAPS 2017 Pitching Research Competition Final
  29. “Reverse Engineering” the Pitching Research Template:
  30. Work Overload and Turnover Intention of Junior Auditors in Greater Jakarta, Indonesia
  31. 100% Love Indonesia: Role of Government Campaign to Promote Local Products in Indonesia
  32. Intention to Adopt and Willingness to Pay: Mass Rapid Transport System in Greater Jakarta, Indonesia
  33. Global Brands and Consumer Ethnocentrism of Youth Soft Drink Consumers in Greater Jakarta, Indonesia
  34. Marketing Impact of Halal Labeling toward Indonesian Muslim Consumer’s Behavioral Intention Based on Ajzen’s Planned Behavior Theory: Policy Capturing Studies on Five Different Product Categories
  35. Halal Literacy: A Concept Exploration and Measurement Validation
  36. Global Brands and Consumer Ethnocentrism of Indonesian Youth Consumers
  37. Antecedent and Consequences of Consumer Expectations and Evaluations Toward CSR Activities: Case Study of an MNC Operating in Indonesia
  38. Perceived Purchase Risk in the Technological Goods Purchase Context: An Instrument Development and Validation
  39. Halal Literacy and Intention of Muslim Consumers to Switch from Products Without Halal Label: An Instrument Development and Validation in Indonesia
  40. Pemasaran Halal: Konsep, Implikasi dan Temuan di Lapangan
  41. The new freemium business model: explaining why mobile gamers spend on in-app purchases