2018
DOI: 10.25124/jmi.v18i1.1255
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Pengaruh Service Encounter Dan Experiental Value Terhadap Customer Satisfaction (Studi Kasus Matahari Department Store Matos Malang)

Abstract: AbstrakTujuan penelitian ini adalah untuk mengetahui dan menganalisis pengaruh service encounter terhadap experiental value, serta pengaruh experiental value terhadap customer satisfaction.

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Cited by 1 publication
(2 citation statements)
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“…This indicates that the value of user pleasure is not a guideline for users will use the Quizizz app again. Previous research conducted by [4] which stated that the more a person feels happy when using an electronic money application, the higher the intention of behavior to reuse electronic money, but the results of this study are different, that pleasure is not obtained when using the Quizizz application these results support previous researchers conducted by [20] who stated that not always when gamers play Online games get pleasure, similar to the results of this study which mentions that perceived playfulness has an insignificant positive effect that shows that grade XII students have less pleasure when using the Quizizz app as an evaluation medium in learning. In addition, teachers should be able to increase curiosity as a creative and innovative learning medium so that students feel happy when using the Quizizz app.…”
Section: Hypothesis Testingsupporting
confidence: 84%
See 1 more Smart Citation
“…This indicates that the value of user pleasure is not a guideline for users will use the Quizizz app again. Previous research conducted by [4] which stated that the more a person feels happy when using an electronic money application, the higher the intention of behavior to reuse electronic money, but the results of this study are different, that pleasure is not obtained when using the Quizizz application these results support previous researchers conducted by [20] who stated that not always when gamers play Online games get pleasure, similar to the results of this study which mentions that perceived playfulness has an insignificant positive effect that shows that grade XII students have less pleasure when using the Quizizz app as an evaluation medium in learning. In addition, teachers should be able to increase curiosity as a creative and innovative learning medium so that students feel happy when using the Quizizz app.…”
Section: Hypothesis Testingsupporting
confidence: 84%
“…Based on a preliminary study conducted by researchers at SMK N 1 Surabaya, researchers used direct observations on the learning process of public relations and protocol subjects. Previous research conducted by [4] which stated that the more someone feels happy when using the application, the higher the intention of using the application again, but the results of this study are different, that the pleasure is not obtained when using the Quizizz application these results support previous researchers conducted by [20] who stated that not always when gamers play online games get pleasure.…”
Section: Introductionsupporting
confidence: 80%