Can Gamification Stimulate Customers to Repurchase in the E-Marketplace? The Mediation Effect of Customer Experience and Engagement
Abstract
Intense competition among e-marketplaces drives companies to find creative ways to attract and keep customers. One of the approaches is by increasing customer engagement in the online community. Customer engagement to the e-marketplace can be enhanced by attaching gamification to the applications to create excitement and a fun experience for the customers when using the application. Despite its potential benefits, there are limited studies of the effect of gamification on repurchase intention. Furthermore, studies that look at the mediating effect of customer experience and engagement are relatively absent. This study examines the influence of gamification mediated by customer experience and engagement on customer repurchase intention. Samples were selected using a purposive technique by distributing online questionnaires that resulted in 473 valid responses. Data were analyzed using Partial Least Square-Structural Equation Modelling (PLS-SEM). The findings showed the positive effects of gamification on repurchase intention through customer experience and engagement.
Keywords
Full Text:
PDFReferences
Aparicio, M., Costa, C. J. and Moises, R. (2021) ‘Gamification and reputation: key determinants of e-commerce usage and repurchase intention’, Heliyon, 7(3), pp. e06383. doi: 10.1016/j.heliyon.2021.e06383.
Aubert, A. H. and Lienert, J. (2019) ‘Gamified online survey to elicit citizens’ preferences and enhance learning for environmental decisions’, Environmental Modelling and Software, 111, pp. 1–12. doi: 10.1016/j.envsoft.2018.09.013.
Ayu, S. and Lahmi, A. (2020) ‘Peran e-commerce terhadap perekonomian Indonesia selama pandemi Covid-19’, Jurnal Kajian Manajemen Bisnis, 9(2), pp. 114–123. doi: 10.24036/jkmb.10994100.
Becker, L. and Jaakkola, E. (2020) ‘Customer experience: fundamental premises and implications for research’, Journal of the Academy of Marketing Science, 48(4), pp. 630–648. doi: 10.1007/s11747-019-00718-x.
Can, Y. and Erdil, O. (2018) ‘Determining antecedent of re-purchase intention: the role of perceived value and consumer’s interest factor’, International Business Research, 11(4), pp. 17–31. doi: 10.5539/ibr.v11n4p17.
Cheung, C. M. K., Zheng, X. and Lee, M. K. O. (2014) ‘Customer loyalty to C2C online shopping platforms: An exploration of the role of customer engagement’, in Proceedings of the Annual Hawaii International Conference on System Sciences, pp. 3065–3072. doi: 10.1109/HICSS.2014.382.
Çobanoğlu, E. O., Tağrikulu, P. and Gül, A. C. (2018) ‘Games from generation X to generation Z’, Universal Journal of Educational Research, 6(11), pp. 2604–2623. doi: 10.13189/ujer.2018.061126.
Dachyar, M. and Banjarnahor, L. (2017) ‘Factors influencing purchase intention towards consumer-to-consumer e-commerce’, Intangible Capital, 13(5), pp. 946–966. doi: 10.3926/ic.1119.
Das, K. et al. (2018) ‘The digital archipelago: how online commerce is driving Indonesia’s economic development’, McKinsey & Company, pp. 1–72. Available at: www.mckinsey.com/featured-insights/asia-pacific/the-digital-archipelago-how-online-.
DBS (2020) Indonesia’s e-commerce ranks first in Southeast Asia. Available at: https://www.dbs.com/newsroom/Indonesias_ecommerce_ranks_first_in_Southeast_Asia.
Deloitte Indonesia (2019) Sudahkah Pola Belanja Orang Indonesia Bergeser Menuju Digital? Available at: https://www2.deloitte.com/content/dam/Deloitte/id/Documents/about-deloitte/id-about-dip-edition-1-chapter-5-id-sep2019.pdf.
Dwidienawati, D. and Gandasari, D. (2018) ‘Understanding Indonesia’s generation Z’, International Journal of Engineering and Technology(UAE), 7(3), pp. 250–252. doi: 10.14419/ijet.v7i3.25.17556.
Eisingerich, A. B. et al. (2019) ‘Hook vs. hope: How to enhance customer engagement through gamification’, International Journal of Research in Marketing, 36(2), pp. 200–215. doi: 10.1016/j.ijresmar.2019.02.003.
Goodwin, E. and Ramjaun, T. (2017) ‘Exploring consumer engagement in gamified health and fitness mobile apps’, Journal of Promotional Communications, pp. 176–190.
Google, TEMASEK and Bain & Company (2019) e-Conomy SEA 2019 Report.
Grewal, D. et al. (2017) ‘Enhancing customer engagement through consciousness’, Journal of Retailing, 93(1), pp. 55–64. doi: 10.1016/j.jretai.2016.12.001.
Hamari, J., Koivisto, J. and Sarsa, H. (2014) ‘Does gamification work? - A literature review of empirical studies on gamification’, in Proceedings of the Annual Hawaii International Conference on System Sciences. IEEE, pp. 3025–3034. doi: 10.1109/HICSS.2014.377.
Hikmah, A. N. and Riptiono, S. (2020) ‘Pengaruh customer engagement dan e-service quality terhadap online repurchase intention dengan customer satisfaction sebagai variabel intervening pada marketplace Shopee’, Jurnal Ilmiah Mahasiswa Manajemen, Bisnis dan Akuntansi (JIMMBA), 2(1), pp. 89–100. doi: 10.32639/jimmba.v2i1.447.
Ho, M. H. W. and Chung, H. F. L. (2020) ‘Customer engagement, customer equity and repurchase intention in mobile apps’, Journal of Business Research, 121(April), pp. 13–21. doi: 10.1016/j.jbusres.2020.07.046.
Ilyas, G. B. et al. (2020) ‘Reflective model of brand awareness on repurchase intention and customer satisfaction’, Journal of Asian Finance, Economics and Business, 7(9), pp. 427–438. doi: 10.13106/JAFEB.2020.VOL7.NO9.427.
Irene, C. and Japarianto, E. (2015) ‘Analisa pengaruh customer experience terhadap customer loyalty dengan customer engangement dan customer trust sebagai variabel intervening di the body shop’, Jurnal Manajemen Pemasaran, 1(1), pp. 1–10.
Kaihatu, T. S. (2020) ‘Purchase intention of fashion product as an impact of digital marketing, mediated by customer engagement in the generation z’, Jurnal Manajemen Pemasaran, 14(2), pp. 61–66. doi: 10.9744/pemasaran.14.2.61.
Kardianawati, A., Haryanto, H. and Rosyidah, U. (2016) ‘Implementasi konsep appreciative inquiry dalam model gamifikasi pada e-marketplace’, in Seminar Riset Teknologi Informasi (SRITI) tahun 2016, pp. 122–127.
Katawetawaraks, C. and Wang, C. L. (2011) ‘Online shopper behavior: influences of online shopping decision’, Asian Journal of Business Research, 1(2), pp. 66–74. doi: 10.14707/ajbr.110012.
Kian, T. P. et al. (2017) ‘Factors that influence the consumer purchase intention in social media websites’, International Journal of Supply Chain Management, 6(4), pp. 208–214. Available at: http://excelingtech.co.uk/.
Kim, C., Costello, F. J. and Lee, K. C. (2020) ‘The unobserved heterogeneneous influence of gamification and novelty-seeking traits on consumers’ repurchase intention in the omnichannel retailing’, Frontiers in Psychology, 11(July), pp. 1–21. doi: 10.3389/fpsyg.2020.01664.
Klaus, P. and Maklan, S. (2013) ‘Towards a better measure of customer experience’, International Journal of Market Research, 55(2), pp. 227–246. doi: 10.2501/IJMR-2013-021.
Kumaravel, R. (2017) ‘Consumer shopping behaviour and the role of women in shopping-a literature review’, TIJ’s Research Journal of Social Science & Management, 7(8), pp. 50–63.
Lee, J. Y. and Jin, C. H. (2019) ‘The role of gamification in brand app experience: The moderating effects of the 4Rs of app marketing’, Cogent Psychology, 6(1), pp. 1–18. doi: 10.1080/23311908.2019.1576388.
Meder, M. et al. (2018) ‘Gamification in e-commerce: tangible vs. intangible rewards’, ACM International Conference Proceeding Series, (October), pp. 11–19. doi: 10.1145/3275116.3275126.
Perez-Vega, R. et al. (2021) ‘Reshaping the contexts of online customer engagement behavior via artificial intelligence: A conceptual framework’, Journal of Business Research, 129(March 2019), pp. 902–910. doi: 10.1016/j.jbusres.2020.11.002.
Prentice, C. et al. (2019) ‘The influence of identity-driven customer engagement on purchase intention’, Journal of Retailing and Consumer Services, 47(September 2018), pp. 339–347. doi: 10.1016/j.jretconser.2018.12.014.
Rahi, S. and Ghani, M. Ab. (2018) ‘The role of UTAUT, DOI, perceived technology security and game elements in internet banking adoption’, World Journal of Science, Technology and Sustainable Development, 15(4), pp. 338–356. doi: 10.1108/wjstsd-05-2018-0040.
Robson, K. et al. (2016) ‘Game on: Engaging customers and employees through gamification’, Business Horizons, 59(1), pp. 29–36. doi: 10.1016/j.bushor.2015.08.002.
Rose, S. et al. (2012) ‘Online customer experience in e-retailing: an empirical model of antecedents and outcomes’, Journal of Retailing, 88(2), pp. 308–322. doi: 10.1016/j.jretai.2012.03.001.
Ross, T., May, A. and Cockbill, S. A. (2020) ‘The personal and contextual factors that affect customer experience during rail service failures and the implications for service design’, Applied Ergonomics, 86(May 2019), p. 103096. doi: 10.1016/j.apergo.2020.103096.
Senjaya, V., Semuel, H. and Dharmayanti, D. (2013) ‘Pengaruh customer experience quality terhadap customer satisfaction & customer loyalty di kafe Excelso Tunjungan Plaza Surabaya: perspektif b2c’, Jurnal Strategi Pemasaran, 1(1), pp. 1–15.
Sreen, N., Purbey, S. and Sadarangani, P. (2018) ‘Impact of culture, behavior and gender on green purchase intention’, Journal of Retailing and Consumer Services, 41(July 2017), pp. 177–189. doi: 10.1016/j.jretconser.2017.12.002.
Sudaryono, Rahwanto, E. and Komala, R. (2020) ‘E-commerce dorong perekonomian Indonesia, selama pandemi covid 19 sebagai entrepreneur’, Jurnal manajemen dan bisnis (jumanis) prodi kewirausahaan, 2(3), pp. 200–213. doi: https://doi.org/10.47080/10.47080/vol1no02/jumanis.
Syahputra, D. and Murwatiningsih (2019) ‘Building customer engagement through customer experience, customer trust, and customer satisfaction in Kaligung train customers’, Management Analysis Journal, 8(4). doi: 10.15294/MAJ.V9I4.33958.
Tokgoz, E. and Saylan, O. (2019) ‘The smartphone repurchase intention of the university students in terms of demographic characteristics: the sample of Çan Vocational School’, in XII. IBANESS Congress Series on Economics, Business and Management - Plodiv / Bulgaria, pp. 205–215.
Tyrväinen, O., Karjaluoto, H. and Saarijärvi, H. (2020) ‘Personalization and hedonic motivation in creating customer experiences and loyalty in omnichannel retail’, Journal of Retailing and Consumer Services, 57(December 2019). doi: 10.1016/j.jretconser.2020.102233.
Vdov, K. (2020) The effect of gamification on customer experience in the digital environment. Available at: https://www.theseus.fi/handle/10024/339309.
Wyss, P. A. N. (2019) Gamified Surveys : what game mechanics are driving people ’ s motivation ?
Xi, N. and Hamari, J. (2020) ‘Does gamification affect brand engagement and equity? A study in online brand communities’, Journal of Business Research, 109, pp. 449–460. doi: 10.1016/j.jbusres.2019.11.058.
Xu, Y. et al. (2020) ‘Enhancing consumer online purchase intention through gamification in China: perspective of cognitive evaluation theory’, Frontiers in Psychology, 11(November), pp. 1–13. doi: 10.3389/fpsyg.2020.581200.
DOI: https://doi.org/10.33258/birci.v5i1.4186
Article Metrics
Abstract view : 467 timesPDF - 160 times
Refbacks
- There are currently no refbacks.
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.