The Influence of Information Quality and Perceived Value on Purchase Intention of Game shop E-commerce in Generation Z Based on Framing Theory
Gusti Muhammad Farhan, Endy Gunanto Marsasi
Islamic University of Indonesia
阅读操作
确认中在文库中上传 PDF 后可生成中文音频讲解。
摘要与影响
Indonesia's gaming sector is expanding quickly in this day and age, which has an effect on the country's digital market economy. One aspect of Indonesia's expanding gaming sector is online game shops. The purpose of this study was to determine the effect of information quality, social psychological distance, perceived value, and trust on Generation Z customers' purchase intentions in game shop e-commerce. This study uses a quantitative approach by distributing questionnaires. With 260 samples overall, non-probability sampling is the approach used. Structural Equation Modeling (SEM) utilizing AMOS 26 Graphics software is the analytical technique used. The overall conclusions of the study are that social psychological distance has a positive, significant impact on trust and also acts as a mediator between the effects of information quality and trust. Information quality has a significant positive impact on social psychological distance. Information quality influences perceived trust and value in a significant positive way. Identified purchase intention is positively and significantly influenced by trust and perceived value. Trust and perceived value also act as mediators between information quality and purchase intention. The benefits of this research is reported managers of game shop e-commerce companies must increase the development of companies that distribute information with a high level of information quality. In addition, trust in customers and purchase intention impacted readily by the social psychological distance between business people and consumers and how much value consumers feel for the goods and services played by business people.
逐年被引趋势
关键指标
同类平均 = 1
同领域 · 同年份 · 同类型
Google Scholar 与 OpenAlex 的被引统计范围不同,数值存在差异属正常。
AI 辅助阅读
依据:摘要
可就本文提问;依据不足时会说明。
学术脉络
学科主题
经济 / 管理Consumer Behavior and Marketing Influence
Technology Adoption and User Behaviour · Customer Service Quality and Loyalty
参考文献 28
此处列出前 3 条
引用本文 7
按被引量排序,此处列出前 3 条