Analyzing the Effect of Gamification Elements in E-Commerce on Buying Intention in Gen Z Students in the Jakarta Area

Introduction: This study analyzes the influence of gamification features specifically Competition, Rewards, and Social Interaction on Customer Experience, Customer Engagement, and Repurchase Intention among Gen Z students in DKI Jakarta who are active users of the Shopee e-commerce platform. A quantitative research method was employed, utilizing Smart PLS version 4.1.0.9 for data analysis, with responses collected from 400 respondents. The findings reveal that Competition has a positive but statistically insignificant effect on Customer Experience, while Rewards demonstrate a positive and significant impact. Interestingly, Social Interaction does not significantly influence Customer Experience. However, both Competition and Rewards positively affect Customer Engagement. Furthermore, the study confirms that Customer Experience and Customer Engagement significantly and positively influence Repurchase Intention. These results provide valuable insights into the role of gamification in enhancing customer interactions and driving repeat purchases, particularly in the context of e-commerce platforms targeting younger demographics. The study highlights the importance of strategically implementing gamification elements, such as rewards, to foster deeper customer engagement and loyalty. This research contributes to the growing body of knowledge on gamification's potential to shape consumer behavior in digital marketplaces.

Authors

Publication Details

Journal
Journal of Information Systems Engineering & Management
Published
2025-03-24
DOI
https://doi.org/10.52783/jisem.v10i24s.3947
Citations
2
Primary Topic
Varied Academic Research Topics
Type
article
Field-Weighted Citation Impact
4.57
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article

Analyzing the Effect of Gamification Elements in E-Commerce on Buying Intention in Gen Z Students in the Jakarta Area

Tiara Jasmin Ningrum Widodo
2 citations
Journal of Information Systems Engineering & Management
Varied Academic Research Topics
4.57
article

Analyzing the Effect of Gamification Elements in E-Commerce on Buying Intention in Gen Z Students in the Jakarta Area

Tiara Jasmin Ningrum Widodo
article en
2 citations

Abstract

Introduction: This study analyzes the influence of gamification features specifically Competition, Rewards, and Social Interaction on Customer Experience, Customer Engagement, and Repurchase Intention among Gen Z students in DKI Jakarta who are active users of the Shopee e-commerce platform. A quantitative research method was employed, utilizing Smart PLS version 4.1.0.9 for data analysis, with responses collected from 400 respondents. The findings reveal that Competition has a positive but statistically insignificant effect on Customer Experience, while Rewards demonstrate a positive and significant impact. Interestingly, Social Interaction does not significantly influence Customer Experience. However, both Competition and Rewards positively affect Customer Engagement. Furthermore, the study confirms that Customer Experience and Customer Engagement significantly and positively influence Repurchase Intention. These results provide valuable insights into the role of gamification in enhancing customer interactions and driving repeat purchases, particularly in the context of e-commerce platforms targeting younger demographics. The study highlights the importance of strategically implementing gamification elements, such as rewards, to foster deeper customer engagement and loyalty. This research contributes to the growing body of knowledge on gamification's potential to shape consumer behavior in digital marketplaces.

Journal of Information Systems Engineering & ManagementVol. 10(24s)
Openalex Percentile: Top 7%
Varied Academic Research Topics
4.57
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Analyzing the Effect of Gamification Elements in E-Commerce on Buying Intention in Gen Z Students in the Jakarta Area — Tiara Jasmin Ningrum Widodo · Journal of Information Systems Engineering & Management (2025) | TGRS Research Map | TGRS