This research aims to analyze the influence of accessibility and destination attraction on tourist loyalty mediated by the destination amenity. The research methodology uses the Structural Equation Modelling (SEM) to analyze the quantitative data were collected accidentally from the respondents in the destination. The sample method uses purposive random sampling with number of sample are 240 respondents. The respondents should meet the following criteria (1) who visit the destination at least 2 times or more, (2) who visit the destination at least in 2018. The results shows that (1) accessibility insignificantly influence the destination amenity, (2) destination attraction significantly influence the destination amenity, (3) accessibility insignificantly influence the tourists loyalty, (4) destination attractions insignificantly influence the tourists loyalty, (5) destination amenity insignificantly influence the tourists loyalty, (6) the destination amenity insignificantly mediated accessibility on tourists loyalty and (7) destination amenity insignificantly mediated the destination attraction on tourists loyalty
<p>Research on consumer behavior, particularly on online mobile games, is an emerging topic that must be more deeply explored. As a relatively new topic, the approach and discussion of consumer behavior based on the online mobile games environment challenge researchers to describe it in a theoretical study. This research investigates the user's addiction to online mobile games (OMG) in apps purchase intention through a stickiness mediation variable. The samples were determined by using purposive random sampling, which consisted of gamers or people who were playing online mobile games and ever purchase a games feature. Therefore, a total of 439 responses were collected through an online survey. This research employs SmartPLS 2.0 to test both measurement and structural models. The results showed that the addiction to online mobile games influenced app purchase intention, and stickiness also mediated the relationship between addiction to online mobile games and app purchase intention. The contribution of this research emphasizing that the addiction to online mobile games had become a behavior that created stickiness and intention is also discussed in this research.</p>
In the current pandemic period, every formal education institution needs to update its digital learning process and design a curriculum that is relevant to the needs of today's and next generation. Leaders have to overcome these challenges before they can empower individuals to become technology users who will be able to apply multiple technologies. This study aims to identify digital leadership processes used by leaders in higher education to lead to increased effective learning during the COVID-19 pandemic. This study collected data using a qualitative research design with semi-structured interviews and data analysis using the six phases of Braun and Clark. Our study involved 24 respondents according to preselected criteria, and they were divided into four categories: rectors, deans, junior high school principals, and senior high school principals. The results of this study's findings can be implemented to support various stages of educational program development from the educational technology adoption cycle and promote e-leadership initiatives during the COVID-19 outbreak.
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