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The Switching Intention of Gen Z to Bring Tumblers: The Pro-Environmental Predictors Archie, Ananda; Madepo, Mahardika Agung; Ramadaniar, Nur
Jurnal Minds: Manajemen Ide dan Inspirasi Vol 11 No 2 (2024): December
Publisher : Management Department, Universitas Islam Negeri Alauddin Makassar, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/minds.v11i2.52631

Abstract

Pro-environmental behavior affects many aspects, including the coffee industry with eco-friendly packaging such as tumblers. This under investigated trend involves the Generation Z for their environmental concern. This research examines the role of attitude in mediating the influence of environmental knowledge, environmental concern, and social influence on the intention to switch to bringing a tumbler to a coffee shop. This research uses quantitative approaches with 300 data were collected through an online questionnaire. Employing Structural Equation Model (SEM) with SmartPLS application, the results showed that environmental knowledge is not significant to attitude, environmental concern is not significant to switching intention, and attitude does not mediate the effect of environmental knowledge on switching intention. However, other hypothesized relationships in the model were statistically supported. These findings encourage coffee shops to take advantage of the changing behavior of Generation Z by developing strategies that target environmental concerns.
Monetization Models in Mobile Gaming: Analyzing User Preferences and Willingness to Pay Among Indonesian Players Madepo, Mahardika Agung
Journal Mobile Technologies (JMS) Vol. 4 No. 1 (2026): February
Publisher : Divisi Riset, Lembaga Mitra Solusi Teknologi Informasi (L-MSTI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59431/jms.v4i1.708

Abstract

The mobile gaming industry has experienced rapid growth and is dominated by freemium/free-to-play models, making understanding of monetization preferences and willingness to pay (WTP) increasingly relevant. The study maps player preferences toward monetization models (free-with-ads, freemium with in-app purchase/IAP, and premium no-ads) and analyzes psychological factors influencing purchase intention (PI) and WTP. A quantitative cross-sectional survey was conducted with 210 active mobile game players (convenience and snowball sampling). WTP was measured in two stages: willingness to pay decision (WTP_bin) and maximum amount (WTP_Rp), with linear regression analysis for PI, logistic regression for WTP_bin, and linear regression on ln(WTP_Rp) for respondents willing to pay. Results show dominant preferences for free models: free-with-ads 54.3% and freemium IAP 30.5%, while premium no-ads 15.2%; payer proportion was 35.2%. Instruments demonstrated reliability (Cronbach's alpha 0.921–0.935). The PI model was significant (R²=0.640), where Perceived Value (PV) and Perceived Enjoyment (ENJ) had the strongest positive effects, followed by Quality, Fairness, and Social Norms, whereas Reference Price & Price Sensitivity (RPPS) and Perceived Aggressive Monetization (PAM) had significant negative effects. For WTP_bin, odds of becoming a payer increased with PV (OR=1.593) and decreased with RPPS (OR=0.468) and PAM (OR=0.651). Among payers (n=74), ln(WTP_Rp) increased with PV, ENJ, and Fairness, but was suppressed by PAM. Findings confirm the necessity of strengthening value, experience, and fairness while avoiding aggressive monetization to enhance conversion and payment amounts.