Peran Gamification Marketing, Social Media Marketing, Perceived Safety, dan User Generated Content Terhadap Customer Experience Generasi Z pada Produk Helm KYT Kyoto

WIRADHARMA, STEFANUS PRAMAYOGA (2026) Peran Gamification Marketing, Social Media Marketing, Perceived Safety, dan User Generated Content Terhadap Customer Experience Generasi Z pada Produk Helm KYT Kyoto. Skripsi thesis, Sanata Dharma University.

[img] Text (Full)
222214010_full.pdf
Restricted to Registered users only

Download (2MB)
[img] Text (Abstract)
222214010.pdf

Download (208kB)
Item Type: Thesis (Skripsi)
Subjects: H Social Sciences > HY Management
Divisions: Faculty of Economics > Department of Management
Depositing User: Maria Yovita Qwartiti
Date Deposited: 28 Aug 2026 06:29
Last Modified: 28 Aug 2026 06:29
URI: http://repository.usd.ac.id/id/eprint/59690

Actions (login required)

View Item View Item