Gamifikasi Pada Aplikasi E-Commerce Terhadap Minat Beli Konsumen
gamifikasi, keterlibatan merek, hiburan perceived enjoyment dan niat membeli.
Abstract
Persaingan dalam industri e-commerce di Indonesia semakin ketat, terbukti dengan munculnya banyak perusahaan e-commerce baru. Setiap perusahaan berlomba-lomba merancang strategi pemasaran untuk menarik minat konsumen agar menggunakan aplikasi e-commerce mereka. Penelitian pada artikel ini ditujukan untuk menganalisa pengaruh gamifikasi, perceived enjoyment, dan entertainment terhadap brand engagement serta niat beli konsumen di e-commerce. Pada penelitian yang telah dilakukan sebelumnya memanfaatkan pendekatan secara kuantitatif, dengan data yang diperoleh menggunakan pertanyaan melalui media Google Form yang diisi oleh 295 responden. Responden dipilih dengan memanfaatkan teknik purposive sampling yang terbagi dalam beberapa persyaratan tertentu, seperti pernah menggunakan fitur gamifikasi dan melihat konten pemasaran dalam aplikasi e-commerce. Hasil penelitian menunjukkan bahwa gamifikasi dan entertainment memiliki pengaruh terhadap brand engagement, sementara perceived enjoyment tidak berpengaruh. Selain itu, brand engagement terbukti memengaruhi niat beli konsumen di e-commerce. Temuan penelitian ini diharapkan dapat membantu perusahaan e-commerce dalam merancang strategi pemasaran yang lebih tepat dan efektif.
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