2021
DOI: 10.52403/ijrr.20210874
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The Influence of Gamification, E-Service Quality and E-Trust on Online Purchase Decision with Online Purchase Intention as Intervening Variable at the Marketplace Shopee in Medan City

Abstract: This study aims to determine and analyze the effect of gamification, e-service quality and e-trust variables on online purchase decision through online purchase intention at the Shopee marketplace in Medan City. This type of research is using a quantitative approach. The nature of this research is associative research and the data used are primary data and secondary data obtained through documentation and a list of questions that measure it using a Likert scale. The sample in this study is the community in Med… Show more

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Cited by 7 publications
(12 citation statements)
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“…During the COVID-19 outbreak, many people rely on the food they prepare at home as their main nutritious source. The MFOA application is becoming an increasingly popular choice for customers when ordering online food (Tarigan et al, 2020). Consumers who buy online food try to avoid direct interaction with many people.…”
Section: The Covid-19 Pandemic Affects Food Shopping Behavior In Indi...mentioning
confidence: 99%
“…During the COVID-19 outbreak, many people rely on the food they prepare at home as their main nutritious source. The MFOA application is becoming an increasingly popular choice for customers when ordering online food (Tarigan et al, 2020). Consumers who buy online food try to avoid direct interaction with many people.…”
Section: The Covid-19 Pandemic Affects Food Shopping Behavior In Indi...mentioning
confidence: 99%
“…Penelitian yang mencakup e-service quality pernah dilaksanakan pada [2], [7], [6], dan [8] yang membuktikan bahwa e-service quality berpengaruh positif dan signifikan terhadap keputusan pembelian di Marketplace. Journal for Technology and Science Berbeda dengan penelitian yang dilakukan pada [9], [10], [11], dan [12] yang membuktikan bahwa e-service quality tidak memiliki pengaruh terhadap keputusan pembelian. Indikator yang bisa dipergunakan untuk mengukur variabel E-Service Quality ialah: Efisiensi, berupa kemudahan dalam memberikan pelayanan terkait produk; Kedua reliabilitas, berkaitan dengan konsistensi fungsionalitas website/situs; Ketiga fullfillment, ialah suatu informasi terkait produk dan pelayanan yang akurat seperti yang telah dijanjikan; Keempat, privasi dalam melindungi data agar tidak tersebar pada pihak yang tidak bertanggung jawab; Kelima respon yang cepat dan tanggap jika terdapat kuluhan dari konsumen; Keenam kompensasi atau pengembalian uang/barang jika ada ketidakcocokan; Ketujuh kontak pelayanan customer service, untuk memberikan layanan kepada konsumen [13].…”
Section: Introductionunclassified
“…The term "gamification" refers to the incorporation of game mechanics and aesthetics into non-gaming settings (Deterding et al, 2011). Aulia et al, who conducted the study, noted that gamification influences consumers' desire to purchase (Aulia et al, 2021). In addition to gamification, other variables, such as the TAM, influence consumers' intent to purchase.…”
mentioning
confidence: 99%
“…The term "intention to buy" refers to the state of mind a customer is in before making a final decision to buy. These claims are corroborated by studies cited in Pasharibu et al (2020), such as those conducted by Nurvidiana et al, Putra et al, Septifani et al, and others. The word "gamification" (Marczewski in Aulia et al, 2021) first appears in the early 2000s, and its popularity skyrockets beginning in the early 2010s (Deterding et al ;Werbach and Hunter in Aulia et al, 2021). Gamification, as stated by Seaborn and Feels, serves to inspire realworld behavior or ideas through the provision of an experience outside of the traditional gaming context (Seaborn and Feels in Aulia et al, 2021).…”
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confidence: 99%
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