Fenomena Live Streaming Shopping guna Meningkatkan Impulsive Buying Intention dalam E-commerce: Kajian SOR

This research was conducted to analyze the influence of Gamifaction elements such as Challenges, Points, Enjoyment, Badges on Brand love which is mediated by Customer Engagement and moderated by Immersion on Gamifaction users in e-commerce. This research refers to research conducted by (Tsou & Putra, 2023). In this research, the research design used is quantitative research. The data analysis method used in this research is the Partial Least Square method based on Structural Equation Modeling. Research data was taken by means of Cross Sectional Studies, because the data was collected within a predetermined time period and period, by conducting survey research by distributing questionnaires with Google Forms to Gamifaction users on e-commerce and the data was processed using Smart PLS versi 4.0 software. The results show that all Gamifaction elements (Challenges, Points, Enjoyment) except Badges have been proven to be factors that directly influence Customer engagement and Customer engagement has been proven to be a factor that directly influences Brand love. Apart from that, Customer engagement has also been proven to mediate an indirect relationship between all Gamifaction elements (Challenges, Points, Enjoyment) except Badges towards Brand love and Immersion has been proven to mediate an indirect relationship between Customer engagement towards Brand love.

Authors

Publication Details

Journal
EKOMA Jurnal Ekonomi Manajemen Akuntansi
Published
2024-09-09
DOI
https://doi.org/10.56799/ekoma.v3i6.4951
Primary Topic
Impulse Buying and Technology Impacts
Type
article
Field-Weighted Citation Impact
0.00
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article

Fenomena Live Streaming Shopping guna Meningkatkan Impulsive Buying Intention dalam E-commerce: Kajian SOR

Yolanda Masnita, Ratna Enjelina
EKOMA Jurnal Ekonomi Manajemen Akuntansi
Impulse Buying and Technology Impacts
article

Fenomena Live Streaming Shopping guna Meningkatkan Impulsive Buying Intention dalam E-commerce: Kajian SOR

Yolanda Masnita, Ratna Enjelina
article en

Abstract

This research was conducted to analyze the influence of Gamifaction elements such as Challenges, Points, Enjoyment, Badges on Brand love which is mediated by Customer Engagement and moderated by Immersion on Gamifaction users in e-commerce. This research refers to research conducted by (Tsou & Putra, 2023). In this research, the research design used is quantitative research. The data analysis method used in this research is the Partial Least Square method based on Structural Equation Modeling. Research data was taken by means of Cross Sectional Studies, because the data was collected within a predetermined time period and period, by conducting survey research by distributing questionnaires with Google Forms to Gamifaction users on e-commerce and the data was processed using Smart PLS versi 4.0 software. The results show that all Gamifaction elements (Challenges, Points, Enjoyment) except Badges have been proven to be factors that directly influence Customer engagement and Customer engagement has been proven to be a factor that directly influences Brand love. Apart from that, Customer engagement has also been proven to mediate an indirect relationship between all Gamifaction elements (Challenges, Points, Enjoyment) except Badges towards Brand love and Immersion has been proven to mediate an indirect relationship between Customer engagement towards Brand love.

EKOMA Jurnal Ekonomi Manajemen AkuntansiVol. 3(6)
Openalex Percentile: Top 81%
Impulse Buying and Technology Impacts
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Fenomena Live Streaming Shopping guna Meningkatkan Impulsive Buying Intention dalam E-commerce: Kajian SOR — Yolanda Masnita, Ratna Enjelina · EKOMA Jurnal Ekonomi Manajemen Akuntansi (2024) | TGRS Research Map | TGRS