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PSYCHOLOGICAL CONTRACTS, INNOVATIVE WORK BEHAVIOR, AND KNOWLEDGE SHARING INTENTION: THE ROLE OF WORK ENGAGEMENT AND JOB RESOURCES Sulistiawan, Jovi; Andyani, Damaresty
Jurnal Aplikasi Manajemen Vol. 18 No. 4 (2020)
Publisher : Universitas Brawijaya, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21776/ub.jam.2020.018.04.13

Abstract

This study examines the relationship between the psychological contract and innovative work behavior. The psychological contract consists of two types, relational and transactional. We tested whether work engagement mediates the relationship between those two types of psychological contract and innovative work behavior and knowledge sharing intention. Besides, we also tested the moderating effect of job resources whether to strengthen or weakened the relationship between psychological contract and work engagement. Using transformational directorate employees as our respondents because they are demanded to work innovatively. We employed Partial Least Square to test the hypotheses. Our findings will be discussed in the results and discussion section and followed by the implication of this study. This study contributes to understanding how and when the types of psychological contracts lead to innovative work behavior and knowledge sharing intention through work engagement.
The Role of Gamification on Purchase Intention in Users of Financial Technology Mobile Banking Applications Andyani, Damaresty; Edy Halim, Rizal
Eduvest - Journal of Universal Studies Vol. 5 No. 9 (2025): Eduvest - Journal of Universal Studies
Publisher : Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59188/eduvest.v5i9.52055

Abstract

Financial technology (fintech) has experienced rapid growth in recent years, with mobile banking being one of the main services widely adopted by Indonesians. One of the innovative strategies used in mobile banking applications is gamification, which is the application of game elements to increase user engagement and encourage positive financial behavior. This study aims to analyze how gamification elements, such as reward, competition, immersion, enjoyment, and sense of presence, influence the purchase intention of mobile banking app users in Indonesia. This study uses a quantitative method with a Structural Equation Modeling (SEM) approach to test the relationship between variables. Data was collected through a survey of mobile banking application users who have used gamification features in their financial transactions. The sample of this study amounted to 284 respondents with some specific criteria. The questionnaire was measured with a 7-point Likert scale. The findings provide implications for the fintech industry, particularly in developing effective gamification-based marketing strategies to increase user adoption and retention. The study also provides insights for app developers in designing interactive features that can strengthen user experience and encourage more active transaction behavior.