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Measuring the consumers’ satisfaction and behavior intention on games marketplace technology platform: A perspective of two combination behavior models

Rahman M.F.a, Persada S.F.a, Nadlifatin R.a, Perwira Redi A.A.N.b, Chin J.c, Razif M.d, Belgiawan P.F.e

a Technology Management Department, Institut Teknologi Sepuluh Nopember, Indonesia
b Department of Logistics Engineering, Universitas Pertamina, Indonesia
c Department of Industrial Engineering, Universitas Mercu Buana, Indonesia
d Department of Environmental Engineering, Institut Teknologi Adhi Tama Surabaya, Indonesia
e School of Business and Management, Institut Teknologi Bandung, Indonesia

[vc_row][vc_column][vc_row_inner][vc_column_inner][vc_separator css=”.vc_custom_1624529070653{padding-top: 30px !important;padding-bottom: 30px !important;}”][/vc_column_inner][/vc_row_inner][vc_row_inner layout=”boxed”][vc_column_inner width=”3/4″ css=”.vc_custom_1624695412187{border-right-width: 1px !important;border-right-color: #dddddd !important;border-right-style: solid !important;border-radius: 1px !important;}”][vc_empty_space][megatron_heading title=”Abstract” size=”size-sm” text_align=”text-left”][vc_column_text]© 2020 IJSTR.The present research investigates the behavioural perspective of consumers in terms of satisfaction and behaviour intention towards the Games marketplace technology platform (GMTP). Two behavioural theories, namely the Unified Theory of Acceptance and Use of Technology (UTAUT) and Expectation Confirmation Theory (ECT), were utilised as the development model. The model was tested to respondents in the developing country. A Structural Equation Model (SEM) with Confirmatory Factor Analysis (CFA) was used as the analysis tool. A total of 8 hypotheses were developed. The variables were instrumented through the questionnaire, and purposive sampling method was conducted. The result projects the respondents’ behaviour in capturing their perceived towards the games marketplace. Four out of eight hypotheses were accepted. The Performance Expectancy has the most dominant value to Satisfaction, while Satisfaction has the direct dominant influence on Behavior Intention. Several discussions on theoretical and practical implications were noted.[/vc_column_text][vc_empty_space][vc_separator css=”.vc_custom_1624528584150{padding-top: 25px !important;padding-bottom: 25px !important;}”][vc_empty_space][megatron_heading title=”Author keywords” size=”size-sm” text_align=”text-left”][vc_column_text][/vc_column_text][vc_empty_space][vc_separator css=”.vc_custom_1624528584150{padding-top: 25px !important;padding-bottom: 25px !important;}”][vc_empty_space][megatron_heading title=”Indexed keywords” size=”size-sm” text_align=”text-left”][vc_column_text]Behavior Intention,Developing Country,ECT,GMTP,Satisfaction,UTAUT[/vc_column_text][vc_empty_space][vc_separator css=”.vc_custom_1624528584150{padding-top: 25px !important;padding-bottom: 25px !important;}”][vc_empty_space][megatron_heading title=”Funding details” size=”size-sm” text_align=”text-left”][vc_column_text][/vc_column_text][vc_empty_space][vc_separator css=”.vc_custom_1624528584150{padding-top: 25px !important;padding-bottom: 25px !important;}”][vc_empty_space][megatron_heading title=”DOI” size=”size-sm” text_align=”text-left”][vc_column_text][/vc_column_text][/vc_column_inner][vc_column_inner width=”1/4″][vc_column_text]Widget Plumx[/vc_column_text][/vc_column_inner][/vc_row_inner][/vc_column][/vc_row][vc_row][vc_column][vc_separator css=”.vc_custom_1624528584150{padding-top: 25px !important;padding-bottom: 25px !important;}”][/vc_column][/vc_row]