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Journal : Enrichment: Journal of Multidisciplinary Research and Development

Employee Advocacy in The Digital Era: The Roles of Employer Branding and EVP in Indonesia Alice Leonardi Liong; Michael Christian
Enrichment: Journal of Multidisciplinary Research and Development Vol. 3 No. 12 (2026): Enrichment: Journal of Multidisciplinary Research and Development
Publisher : International Journal Labs

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55324/enrichment.v3i12.632

Abstract

This study examined whether employer branding (EB) and employee value proposition (EVP) increase employee advocacy (EA) among teaching and non-teaching staff in an Indonesian education network, and whether digital literacy (DL) strengthens these relationships in a work context where communication and advocacy are increasingly mediated by digital platforms. A cross-sectional survey was administered to 320 employees and analyzed using PLS-SEM with SmartPLS 4.1.1.6, including measurement model evaluation (reliability and validity) and structural model testing with interaction terms to assess moderation effects. EB and EVP showed positive and significant effects on EA, indicating that a compelling employer image and a strong employment value offering are associated with stronger employee willingness to advocate for the organization. In contrast, DL did not significantly moderate the EB–EA and EVP–EA relationships, suggesting that advocacy in this setting is shaped more by motivational and relational factors than by employees’ perceived digital capability. The study extends the employee advocacy literature by empirically positioning EA as an outward-facing behavioral outcome of EB and EVP in an emerging-economy education context, while also providing evidence that digital literacy despite high levels among respondents may not function as a meaningful boundary condition for these relationships.
The Effect of Informativeness, Entertainment, and Irritation on the Intention to Return to Tokopedia, Mediated by Attitude Toward the Tokopedia Mobile Application Jonnathan Jordian; Kurnadi Gularso; Liem Bambang Sugiyanto; Michael Christian
Enrichment: Journal of Multidisciplinary Research and Development Vol. 3 No. 12 (2026): Enrichment: Journal of Multidisciplinary Research and Development
Publisher : International Journal Labs

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55324/enrichment.v3i12.649

Abstract

This research aims to examine the effects of informativeness, entertainment, and irritation on users’ intention to return to Tokopedia, mediated by attitude toward the mobile application. In addition, this study compares the Technology Acceptance Model (TAM) and the Ducoffe Model in explaining attitude formation toward marketplace applications. TAM posits that attitude is formed after users gain experience through perceived usefulness and perceived ease of use, whereas the Ducoffe Model suggests that attitude can be shaped prior to usage experience through informativeness, entertainment, and irritation. The study employs Structural Equation Modeling–Partial Least Squares (SEM-PLS), using SmartPLS 4.0 as the analytical tool. Data were collected through questionnaires distributed directly to respondents using purposive sampling. The respondents were working individuals who made independent purchase decisions, used smartphones, had downloaded the Tokopedia mobile application, and had previously compared prices in conventional stores before shopping on Tokopedia. The results indicate that informativeness, entertainment, and irritation have significant effects on attitude toward the mobile application, which subsequently influences users’ intention to return. These findings support the applicability of the Ducoffe Model in the context of digital marketplace applications.
The Influence of Casual Mobile Games and Play-to-Earn Games on User Attraction Mediated by the TapTap Application on Android OS and iOS Platforms Galihwara; Michael Christian; Liem Bambang Sugiyanto; Danial Thaib
Enrichment: Journal of Multidisciplinary Research and Development Vol. 3 No. 12 (2026): Enrichment: Journal of Multidisciplinary Research and Development
Publisher : International Journal Labs

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55324/enrichment.v3i12.654

Abstract

This study analyzes the influence of mobile game types—especially casual and play-to-earn games—on user attractiveness, considering the mediating role of the TapTap application on Android and iOS platforms. A contradictory phenomenon in the mobile gaming industry, where casual games generate high interest and engagement while potentially financially rewarding play-to-earn games tend to attract lower user interest, serves as the background for this study. Marketplaces are used as mediation variables to represent the quality of user experience, including user experience, accessibility, engagement, ease of navigation, and cross-platform application stability. The research employed a quantitative approach with a survey of the gamer community in the Greater Jakarta area through the Indie Game Studio organization, analyzed using descriptive methods and t-statistic-based mediation analysis. The results are expected to make theoretical contributions to the study of consumer behavior and digital business, as well as provide practical implications for developers in designing inclusive mobile games oriented toward user experience. The study has limitations in terms of regional scope and the types of games examined. The research findings provide theoretical implications by highlighting the importance of inclusive user experience and accessibility for gamers with disabilities. From a practical perspective, the results can assist game developers and platform providers in designing marketing strategies and app quality that enhance user engagement.