UPAYA PENINGKATAN WORD-OF-MOUTH, PURCHASE INTENTION, DAN CUSTOMER LOYALTY MELALUI PENERAPAN STRATEGI GAMIFIKASI

In recent years, e-commerce has developed rapidly, starting from the increasing number of business makers to the increasing market competition. To cope with a competitive market, e-commerce application providers are trying to improve the services through in-app features in order to increase the n...

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Bibliographic Details
Main Author: Bagaskara Raidinawan, Agra
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/68853
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Institution: Institut Teknologi Bandung
Language: Indonesia
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Summary:In recent years, e-commerce has developed rapidly, starting from the increasing number of business makers to the increasing market competition. To cope with a competitive market, e-commerce application providers are trying to improve the services through in-app features in order to increase the number of users as the source of income and also to improve attractiveness to potential customers, one of the methods is using gamification. Gamification is defined as using game design elements in non-game contexts (Deterding, et al., 2011). A various kinds of mcommerce services in Indonesia have implemented gamification features in their applications. Previous research has shown that using gamification can influence consumer behavior which can be beneficial for the company. The aims of this research are to determine the factors that can affect game usage satisfaction from the costumer's point of view on the gamification in m-commerce applications and to determine the impact of game usage satisfaction on purchase intention, customer loyalty, and electronic word of mouth (e-WOM) on users of the m-commerce gamification feature. This research were limited to the utilization of gamification features in mobile applications or m-commerce. There were 235 data collected through questionnaires and were processed using the Structural Equation Modeling (SEM) method with the help of the application. As a result of the research, there are six factors that can influence game usage satisfaction i.e. utilitarian value, hedonic value, social value, effort expectancy, novelty, and immersion. This research shows that game usage satisfaction has a positive and significant impact with direct effect on customer engagement, customer loyalty, and e-WOM and indirect effect on purchase intention. Customer engagement which is influenced by game usage satisfaction also affects customer loyalty, e-WOM and purchase intention. This research also give recommendations for the m-commerce service providers to pay attention to these factors towards developing their gamification features.