Sujarwo, Joe Eklesia Apostolos (2025) Pengaruh gamification terhadap behavioral intention generasi z: peran reward sebagai variabel mediasi pada e-commerce aplikasi Shopee Food di Indonesia = The influence of gamification on behavioral intention among generation z in e-commerce: the mediating role of reward in Shopee Food Indonesia. Masters thesis, Universtitas Pelita Harapan.
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Abstract
Digitalisasi telah mendorong adopsi fitur gamifikasi dalam e-commerce untuk
meningkatkan pengalaman pengguna. Namun, penelitian sebelumnya masih
memberikan gap dalam memahami pengaruh gamifikasi terhadap niat perilaku
generasi Z secara umum, khususnya di Indonesia. Penelitian ini bertujuan untuk
mengeksplorasi pengaruh gamifikasi terhadap niat perilaku generasi Z dalam
menggunakan fitur Shopee, dengan mempertimbangkan variabel mediasi berupa
rewards. Pendekatan penelitian kuantitatif menggunakan metode PLS-SEM
digunakan untuk menganalisa 178 responden generasi Z pengguna Shopee di
Indonesia. Hasil penelitian menunjukkan Gamifikasi berpengaruh signifikan
terhadap niat perilaku melalui peran mediasi rewards, Perceived enjoyment dan
social interaction secara langsung meningkatkan efektivitas gamifikasi serta
Perceived ease of use dan perceived usefulness turut berkontribusi pada niat
perilaku pengguna. Penelitian ini memberikan wawasan bagi perusahaan ecommerce seperti Shopee untuk memanfaatkan gamifikasi secara strategis, fokus
pada elemen-elemen seperti rewards untuk mendorong loyalitas pengguna. Selain
itu, perusahaan dapat meningkatkan interaksi sosial dan kesenangan pengguna
untuk menciptakan pengalaman belanja yang lebih menarik. / Digitalization has driven the implementation of gamification features in ecommerce to enhance user experience. However, previous studies still provide a gap
in understanding the influence of gamification on behavioral intentions of
generation Z in general, especially in Indonesia. This study aims to explore the
influence of gamification on behavioral intentions of generation Z in using Shopee
features, by considering mediating variables in the form of rewards. The
quantitative research approach uses the PLS-SEM method which is used to analyze
178 generation Z respondents who are Shopee users in Indonesia. The results of the
study show that Gamification has a significant effect on behavioral intentions
through the mediating role of rewards, Perceived enjoyment and social interaction
directly increase the effectiveness of gamification and Perceived ease of use and
perceived benefits also contribute to user behavioral intentions. This study provides
insights for e-commerce companies such as Shopee to utilize gamification
strategically, focusing on elements such as rewards to encourage user loyalty. In
addition, companies can increase social interaction and user enjoyment to create a
more engaging shopping experience.
Item Type: | Thesis (Masters) |
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Creators: | Creators NIM Email ORCID Sujarwo, Joe Eklesia Apostolos 02619230037 joeeklesia7@gmail.com UNSPECIFIED |
Contributors: | Contribution Contributors NIDN/NIDK Email Thesis advisor Wijayanti, Cynthia Anna 0304097605 cynthia.wijayanti@uph.edu |
Uncontrolled Keywords: | gamification; behavioral intention; generasi z; technology acceptance model (TAM); reward |
Subjects: | H Social Sciences > HD Industries. Land use. Labor > HD28 Management. Industrial Management |
Divisions: | University Subject > Current > Faculty/School - UPH Surabaya > Business School > Master of Management Current > Faculty/School - UPH Surabaya > Business School > Master of Management |
Depositing User: | Joe Eklesia Apostolos Sujarwo |
Date Deposited: | 03 Mar 2025 03:29 |
Last Modified: | 03 Mar 2025 03:29 |
URI: | http://repository.uph.edu/id/eprint/67286 |