The purpose of this study is to analyze the effect of sales promotion(SP), perceived usefulness(PU), perceived ease of use(PEU), perceived security(PS), and attitude toward using(ATU) towards behavioral intention to use(BIU) among mobile wallet users in Jakarta. This study uses a quantitative approach and uses structural equation models. In this study using 225 respondents with the provisions of mobile wallet users who live in Jakarta or in their daily activities in Jakarta. The data obtained were analyzed using the Structural Equation Model using AMOS. The results of this study indicate that PU, PEU has a fairly strong influence on ATU, then ATU also has a positive and significant effect on BIU. Furthermore, it has been found that ATU can...
The developments of information technology and the advent of new normal in Indonesia had transformed...
This study was aimed to determine the effect of the perceived usefulness, perceived ease of use, per...
The purpose of this study was to determine the effect of mobile apps usefulness, perceived enjoyment...
The purpose of this study is to analyze the effect of sales promotion(SP), perceived usefulness(PU),...
E-wallets are becoming a common means of payment, to replace paper-based instruments with server-bas...
ABSTRACT ANALYSIS THE EFFECT INITIAL TRUST AND PERCEIVED USEFULNESS OF THE BEHAVIORAL INTENTION T...
Mobile payment is a phenomenon that cause major impact in people payment activities. The aim of this...
This study aims to analyze the effect of perceived usefulness and perceived ease of use on behaviora...
Mobile payment is a phenomenon that cause major impact in people payment activities. The aim of this...
Mobile payment is a phenomenon that cause major impact in people payment activities. The aim of this...
This study aims to determine the effect between perceived risk, self-efficacy, enjoyment, trust, per...
This study aims to determine the effect between perceived risk, self-efficacy, enjoyment, trust, per...
The presence of a mobile payment application has changed the way people to do a financial transactio...
In past few years, mobile wallet took spotlight as alternative of existing payment solution in many...
Although the government of Indonesia is building the cashless society, the number of e-wallet users ...
The developments of information technology and the advent of new normal in Indonesia had transformed...
This study was aimed to determine the effect of the perceived usefulness, perceived ease of use, per...
The purpose of this study was to determine the effect of mobile apps usefulness, perceived enjoyment...
The purpose of this study is to analyze the effect of sales promotion(SP), perceived usefulness(PU),...
E-wallets are becoming a common means of payment, to replace paper-based instruments with server-bas...
ABSTRACT ANALYSIS THE EFFECT INITIAL TRUST AND PERCEIVED USEFULNESS OF THE BEHAVIORAL INTENTION T...
Mobile payment is a phenomenon that cause major impact in people payment activities. The aim of this...
This study aims to analyze the effect of perceived usefulness and perceived ease of use on behaviora...
Mobile payment is a phenomenon that cause major impact in people payment activities. The aim of this...
Mobile payment is a phenomenon that cause major impact in people payment activities. The aim of this...
This study aims to determine the effect between perceived risk, self-efficacy, enjoyment, trust, per...
This study aims to determine the effect between perceived risk, self-efficacy, enjoyment, trust, per...
The presence of a mobile payment application has changed the way people to do a financial transactio...
In past few years, mobile wallet took spotlight as alternative of existing payment solution in many...
Although the government of Indonesia is building the cashless society, the number of e-wallet users ...
The developments of information technology and the advent of new normal in Indonesia had transformed...
This study was aimed to determine the effect of the perceived usefulness, perceived ease of use, per...
The purpose of this study was to determine the effect of mobile apps usefulness, perceived enjoyment...