Konsep 4R Sebagai Moderasi Pengaruh Gamifikasi Terhadap Niat Membeli Kembali dan Pengalaman Merek Konsumen Shopee

This article aims to fill the research gap related to marketplaces digital marketing mix by using elements of gamification to consumers. The problem is focused on identifying the effect of gamification on brand experience without and with moderation of the 4R Concept as well as the effect of brand e...

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Main Authors: Andhyka Tyaz Nugraha, Ni Made Ratih Puspitawati, Alam Fathurochman
Format: Article
Language:Indonesian
Published: Politeknik Negeri Bali 2024-07-01
Series:Jurnal Bisnis dan Kewirausahaan
Subjects:
Online Access:https://ojs2.pnb.ac.id/index.php/JBK/article/view/1518/900
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author Andhyka Tyaz Nugraha
Ni Made Ratih Puspitawati
Alam Fathurochman
author_facet Andhyka Tyaz Nugraha
Ni Made Ratih Puspitawati
Alam Fathurochman
author_sort Andhyka Tyaz Nugraha
collection DOAJ
description This article aims to fill the research gap related to marketplaces digital marketing mix by using elements of gamification to consumers. The problem is focused on identifying the effect of gamification on brand experience without and with moderation of the 4R Concept as well as the effect of brand experience on consumer repurchase intention in the Shopee marketplace. Data collection was carried out by purposive sampling through online questionnaires with a Likert scale of 5. Data processing was carried out on 85 respondent data using SmartPLS software with the PLS-SEM approach. The results of this research data processing are first, the application of gamification elements into the marketplace can improve consumer brand experiences. Second, the effect of gamification on consumer brand experiences can be enhanced by the 4R Concept. Finally, brand experience influences consumer purchase intentions towards the marketplace. The conclusion obtained is that the brand experience of marketplace consumers can be improved either by simply incorporating elements of gamification or with the help of the 4R Concept. Then, brand experience can increase consumer interest in making repeat digital transactions on the marketplace
format Article
id doaj-art-3ea225d099a3461ca27f753c206143d0
institution Kabale University
issn 0216-9843
2580-5614
language Indonesian
publishDate 2024-07-01
publisher Politeknik Negeri Bali
record_format Article
series Jurnal Bisnis dan Kewirausahaan
spelling doaj-art-3ea225d099a3461ca27f753c206143d02025-01-20T05:20:54ZindPoliteknik Negeri BaliJurnal Bisnis dan Kewirausahaan0216-98432580-56142024-07-0120210111310.31940/jbk.v20i2.101-113Konsep 4R Sebagai Moderasi Pengaruh Gamifikasi Terhadap Niat Membeli Kembali dan Pengalaman Merek Konsumen ShopeeAndhyka Tyaz Nugraha0Ni Made Ratih Puspitawati1https://orcid.org/0009-0000-6374-5980Alam Fathurochman2https://orcid.org/0000-0003-4773-9892Fakultas Teknologi Industri, Institut Teknologi Sumatera, Lampung, IndonesiaProgram Studi Teknik Industri, Fakultas Teknologi Produksi, Institut Teknologi SumateraProgram Studi Teknik Industri, Fakultas Teknologi Produksi, Institut Teknologi SumateraThis article aims to fill the research gap related to marketplaces digital marketing mix by using elements of gamification to consumers. The problem is focused on identifying the effect of gamification on brand experience without and with moderation of the 4R Concept as well as the effect of brand experience on consumer repurchase intention in the Shopee marketplace. Data collection was carried out by purposive sampling through online questionnaires with a Likert scale of 5. Data processing was carried out on 85 respondent data using SmartPLS software with the PLS-SEM approach. The results of this research data processing are first, the application of gamification elements into the marketplace can improve consumer brand experiences. Second, the effect of gamification on consumer brand experiences can be enhanced by the 4R Concept. Finally, brand experience influences consumer purchase intentions towards the marketplace. The conclusion obtained is that the brand experience of marketplace consumers can be improved either by simply incorporating elements of gamification or with the help of the 4R Concept. Then, brand experience can increase consumer interest in making repeat digital transactions on the marketplacehttps://ojs2.pnb.ac.id/index.php/JBK/article/view/1518/900digital marketinggamificationbrand experience4r conceptrepurchase intentions
spellingShingle Andhyka Tyaz Nugraha
Ni Made Ratih Puspitawati
Alam Fathurochman
Konsep 4R Sebagai Moderasi Pengaruh Gamifikasi Terhadap Niat Membeli Kembali dan Pengalaman Merek Konsumen Shopee
Jurnal Bisnis dan Kewirausahaan
digital marketing
gamification
brand experience
4r concept
repurchase intentions
title Konsep 4R Sebagai Moderasi Pengaruh Gamifikasi Terhadap Niat Membeli Kembali dan Pengalaman Merek Konsumen Shopee
title_full Konsep 4R Sebagai Moderasi Pengaruh Gamifikasi Terhadap Niat Membeli Kembali dan Pengalaman Merek Konsumen Shopee
title_fullStr Konsep 4R Sebagai Moderasi Pengaruh Gamifikasi Terhadap Niat Membeli Kembali dan Pengalaman Merek Konsumen Shopee
title_full_unstemmed Konsep 4R Sebagai Moderasi Pengaruh Gamifikasi Terhadap Niat Membeli Kembali dan Pengalaman Merek Konsumen Shopee
title_short Konsep 4R Sebagai Moderasi Pengaruh Gamifikasi Terhadap Niat Membeli Kembali dan Pengalaman Merek Konsumen Shopee
title_sort konsep 4r sebagai moderasi pengaruh gamifikasi terhadap niat membeli kembali dan pengalaman merek konsumen shopee
topic digital marketing
gamification
brand experience
4r concept
repurchase intentions
url https://ojs2.pnb.ac.id/index.php/JBK/article/view/1518/900
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