Kentanto, Givano (2025) Pengaruh achievement, immersion, socialization, perceived usefulness, dan perceived ease of use terhadap platform loyalty pengguna game pada aplikasi TikTok = The influence of achievement, immersion, socialization, perceived usefulness, and perceived ease of use on platform loyalty of game users on the TikTok application. Bachelor thesis, Universitas Pelita Harapan.
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Abstract
Seiring kemajuan teknologi aplikasi TikTok menjadi semakin digemari banyak
orang. Tujuan pada penelitian ini adalah untuk menguji dan menganalisa pengaruh
Achievement, Perceived Ease of Use, Perceived Usefulness, Immersion,
Socialization terhadap Platform Loyalty pada Pengguna Game pada Aplikasi
Tiktok. Penelitian ini menggunakan jenis penelitian kuantitatif. Populasi pada
penelitian ini adalah orang – orang yang memainkan gamifikasi seperti TikTok atau
platform live streaming sebanyak 138 orang. Metode pengumpulan data yang
dipilih adalah kuesioner menggunakan google form. Metode analisis data
menggunakan model Partial Least Squares Structural Equation Modeling (PLS
SEM). Hasil penelitian ini adalah achievement, immersion, socialization
berpengaruh positif terhadap perceived ease of use; achievement, immersion,
perceived ease of use berpengaruh positif terhadap perceived usefulness;
achievement dan immersion tidak berpengaruh positif terhadap platform loyalty ,
socialization tidak berpengaruh positif terhadap perceived usefulness, socialization,
perceived ease of use dan perceived usefulness berpengaruh positif terhadap
platform loyalty, perceived ease of use dapat memediasi pengaruh achievement,
immersion dan socialization terhadap platform loyalty, perceived usefulness dapat
memediasi pengaruh achievement, immersion terhadap platform loyalty dan
perceived usefulness tidak dapat memediasi pengaruh socialization terhadap
platform loyalty pengguna game pada aplikasi Tiktok. Implikasi manajerial pada
penelitian ini adalah penguatan di semua indikator dari Platform Loyalty sangat
penting untuk meningkatkan loyalitas jangka panjang pengguna platform game. / With technological advancement, the TikTok application has become increasingly
popular among users. The objective of this study is to examine and analyze the
influence of Achievement, Perceived Ease of Use, Perceived Usefulness,
Immersion, and Socialization on Platform Loyalty among users who engage with
gamified features on the TikTok app. This research employs a quantitative
approach. The population in this study consists of individuals who play gamified
content such as those found on TikTok or live-streaming platforms, with a total of
138 respondents. Data was collected through questionnaires distributed via Google
Forms and analyzed using Partial Least Squares Structural Equation Modeling
(PLS-SEM). The findings of this study are as follows: Achievement, Immersion, and
Socialization have a positive effect on Perceived Ease of Use. Achievement,
Immersion, and Perceived Ease of Use have a positive effect on Perceived
Usefulness. Achievement and Immersion do not have a direct positive effect on
Platform Loyalty. Socialization does not have a significant effect on Perceived
Usefulness. Socialization, Perceived Ease of Use, and Perceived Usefulness have a
positive effect on Platform Loyalty. Perceived Ease of Use mediates the effects of
Achievement, Immersion, and Socialization on Platform Loyalty. Perceived
Usefulness mediates the effects of Achievement and Immersion on Platform Loyalty
but does not mediate the effect of Socialization. The managerial implication of this
research is that strengthening all indicators of Platform Loyalty is crucial for
enhancing long-term user loyalty to gamified platforms.
Item Type: | Thesis (Bachelor) |
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Creators: | Creators NIM Email ORCID Kentanto, Givano NIM01011210016 g.givanokentanto@gmail.com UNSPECIFIED |
Contributors: | Contribution Contributors NIDN/NIDK Email Thesis advisor Wijayanti, Cynthia Anna NIDN0304097605 cynthia.wijayanti@uph.edu |
Uncontrolled Keywords: | achievement; immersion; perceived ease of use; perceived usefulness; platform loyalty; socialization. |
Subjects: | H Social Sciences > HD Industries. Land use. Labor > HD28 Management. Industrial Management |
Divisions: | University Subject > Current > Faculty/School - UPH Karawaci > Business School > Management Current > Faculty/School - UPH Karawaci > Business School > Management |
Depositing User: | GIVANO KENTANTO |
Date Deposited: | 02 Jun 2025 05:14 |
Last Modified: | 02 Jun 2025 05:14 |
URI: | http://repository.uph.edu/id/eprint/68517 |