Gamification's Influence on Tokopedia E-Commerce Repurchase Intentions

Authors

  • Muhammad Nur Afiat Universitas Halu Oleo
  • Syamsu Rijal Universitas Negeri Makassar
  • Rifani Akbar Sulbahri Universitas Tridinanti
  • Fachrurazi Fachrurazi IAIN Pontianak

DOI:

https://doi.org/10.56910/gemilang.v3i2.423

Keywords:

Gamification, App Usage, Repurchase Intention, Rewards, Points, Classes, Leaderboards

Abstract

This study aims to examine the effect of gamification with the indicators studied consisting of rewards, points, levels and leaderboards on the use of e-commerce applications and repurchase intentions. This research method is quantitative with data collection techniques using survey techniques using questionnaires. The sampling technique uses a purposive sampling technique. The research sample was 97 Business Management Students at Bandung Islamic University. The results of the study show that gamification has a positive effect on the use of e-commerce applications, while it has no effect on repurchase intention. The results also show that the use of e-commerce applications has a positive effect on repurchase intentions in e-commerce.

 

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Published

2023-03-01

How to Cite

Muhammad Nur Afiat, Syamsu Rijal, Rifani Akbar Sulbahri, & Fachrurazi, F. (2023). Gamification’s Influence on Tokopedia E-Commerce Repurchase Intentions. GEMILANG: Jurnal Manajemen Dan Akuntansi, 3(2), 61–76. https://doi.org/10.56910/gemilang.v3i2.423