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Measuring the Impacts of Self Efficacy and Perceived Health Benefits toward Smoking Cessation of e-Cigarettes Dewi, Berlinda Devi Liliyana
Journal of Business, Management, and Social Studies Vol. 2 No. 2 (2022): Journal of Business, Management, and Social Studies
Publisher : APPS Publications

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (518.099 KB) | DOI: 10.53748/jbms.v2i2.40

Abstract

Smoking is one of the most preventable causes of disease and death, including cancer. This study aimed to investigate whether perceived health benefits and self-efficacy affects e-smoking cessation. The method used in this research is quantitative using an online survey started in November 2020. From 50 distributed questionnaires using Google Form link, only 34 responses are valid. The results reveal that self-efficacy, not perceived health benefits, had a significant influence on intention to quit smoking. This study extends our understanding of this relationship by highlighting the non-significant result in the health benefits–smoking cessation linkage.
Measuring the Impact of Ease of Use, Usefulness, Attitude, and Enjoyment toward Intention to Play PUBG Mobile Dewi, Berlinda Devi Liliyana
Journal of Business, Management, and Social Studies Vol. 2 No. 4 (2022): Journal of Business, Management, and Social Studies
Publisher : APPS Publications

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53748/jbms.v2i4.61

Abstract

The impact of ease of use, usefulness, attitude, and enjoyment toward intention to play PUBG Mobile as it relates to Indonesians, is explicitly examined in this study’s examination of the mobile gaming era because of the pandemic. This paper investigates the factors that influence an individual’s intention to play PUBG Mobile and the outcome of those factors towards its individuals, as well as the effects of knowledge about gaming behavior to its users. The study’s recommendations are to increase the intention to play mobile games so that the need for enjoyable aspects and the need for outside assistance become more apparent. Through an online survey, 223 individuals provided information for this study. The survey asked for responses from people who had played a mobile game, particularly Player Unknown Battle Ground Mobile version (PUBGM), millennials or members of Generation Z having enrolled in college and who previously had resided in Indonesia, had at least played PUBG Mobile in the past, and had played it more than one year. In this work, statistical analysis is carried out. The outcome demonstrates that perceived ease of use, usefulness, attitude, and perceived enjoyment have an impact toward Intention to play PUBG Mobile. This study closes a gap in the literature by concentrating on the behavioral intention to play PUBG through the playful-consumption experiences of a well-known online multiplayer game.