Please use this identifier to cite or link to this item: https://repository.ukwk.ac.id/handle/123456789/2329
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dc.contributor.authorAlfan, Muhammad Bahauddin-
dc.date.accessioned2026-04-23T06:21:55Z-
dc.date.available2026-04-23T06:21:55Z-
dc.date.issued2026-
dc.identifier.urihttps://repository.ukwk.ac.id/handle/123456789/2329-
dc.titleCek Plagiasi The Impact of Gamification Acceptance on Online Purchasing Behavior: A Technology Acceptance Model (TAM) Approachen_US
Appears in Collections:Dokumen Bebas Plagiasi 2026

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