Pengaruh Kualitas Informasi dan Perceived Value Terhadap Niat Beli Gameshop E-commerce pada Generasi Z Berbasis Framing Theory
Abstract
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.
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