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The Effect Of Perceptions Of Ease Of Use And Perceptions Of Risk On Impulse Buying Through Shopping Interest As A Mediating Variable Among Shopeepay Users In The Cirebon Region Sekar Ayu Hutami; Yusuf Yusuf
Eduvest - Journal of Universal Studies Vol. 6 No. 6 (2026): Eduvest - Journal of Universal Studies
Publisher : Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59188/eduvest.v6i6.52973

Abstract

Objectives: This study aims to 1) To analyze and determine the effect of Perception of Ease of Use on Shopping Interest, 2) To analyze and determine the influence of Risk Perception on Shopping Interest, 3) To analyze and determine the influence of Shopping Interest on Impulse Purchases, 4) To analyze and determine the influence of Perception of Ease of Use on Impulse Purchases, 5) To analyze and know the influence of Risk Perception on Impulse Purchases. Method: This study is a quantitative research that uses a causal-explanatory approach to test and explain the cause-and-effect relationship between independent, mediating, and dependent variables through testing statistical hypotheses. The research sample was 170 respondents with a data collection method through google form. The data was analyzed using SMART PLS version 4. Results: These results show that the higher the user's interest in shopping, the greater their tendency to make impulsive purchases without prior planning. Shopping interest has been proven to mediate the influence of the perception of ease of use on impulse purchases. This means that the ease of use of ShopeePay does not directly encourage impulse purchases, but first increases shopping interest which then triggers impulse buying behavior. Shopping interest has also been shown to mediate the influence of risk perception on impulse purchases. Low risk perception increases users' shopping interest, which ultimately encourages impulse purchases. Thus, shopping interest plays an important mediating variable in explaining the impulse purchase behavior of ShopeePay users.
The Effect of Gamification Marketing and E-Service Quality on Access by KAI User Satisfaction Serli Serli; Yusuf Yusuf
Interdisciplinary Social Studies Vol. 5 No. 4 (2026): Interdisciplinary Social Studies
Publisher : International Journal Labs

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55324/iss.v5i4.1118

Abstract

The rapid development of digital technology has transformed public transportation services through the adoption of digital applications aimed at improving user experience and satisfaction. In the railway transportation sector, the Access by KAI application serves as an important platform that provides ticketing, travel information, and other digital services. To enhance user engagement and satisfaction, gamification marketing and e-service quality have become essential strategies. Therefore, this study aims to analyze the influence of gamification marketing and e-service quality on user satisfaction with the Access by KAI application. This study employed a quantitative associative-causal approach. Data were collected through questionnaires distributed to Access by KAI users and analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM) with SmartPLS 4.0. The analysis was conducted to examine the direct effects of gamification marketing and e-service quality on user satisfaction. The results indicate that both gamification marketing and e-service quality have positive and significant effects on user satisfaction. Furthermore, the two variables jointly contribute to improving overall user satisfaction with the application. These findings suggest that engaging gamification features and high-quality electronic services are important factors in creating a positive user experience. In conclusion, the implementation of gamification strategies and continuous improvement of e-service quality play a crucial role in enhancing user satisfaction. The findings provide practical insights for transportation service providers in developing more interactive, user-oriented, and competitive digital applications.