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THE INFLUENCE OF GAMIFICATION AND LIVE STREAMING SHOPPING ON PURCHASE DECISION WITH PURCHASE INTENTION AS AN INTERVENING VARIABLE INTENTION AS AN INTERVENING VARIABLE ON THE SHOPEE MARKETPLACE IN MEDAN CITY Hanastasia Debora Sari Siahaan; Arlina Nurbaity Lubis; Beby Karina Fawzeea Sembiring
International Journal of Educational Review, Law And Social Sciences (IJERLAS) Vol. 4 No. 6 (2024)
Publisher : CV. RADJA PUBLIKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54443/ijerlas.v4i6.2252

Abstract

The competition in e-commerce in Indonesia makes e-commerce companies increasingly competitive to issue innovations by developing attractive strategies for customers. According to the results of an iPrice Indonesia survey, the number of monthly web visitors to the Shopee marketplace is ranked second in the third quarter of 2023. These results explain why Shopee has not become the main choice of customers when shopping online. Consumer desires that continue to change cause consumers to turn to other e-commerce sites that have more superior specifications than Shopee, causing many Shopee's users to switch to other service providers. This study aims to determine and analyze the effect of gamification and live streaming shopping on purchase decisions, with purchase intention as an intervening variable in the Shopee marketplace in Medan City. The population in this study is citizens of Medan City who have bought and used the Shopee marketplace at least twice a month. The sampling technique in this study is an accidental sampling technique of 220 respondents. The data analysis method uses structural equation modeling with partial least squares (SEM-PLS). The results showed that gamification (X1) has a positive and significant influence on purchase decisions (Y). Gamification (X1) has a positive and significant influence on purchase intention (Z). Live streaming shopping (X2) has a positive and significant influence on purchase decisions (Y). Live streaming shopping (X2) has a positive and significant influence on purchase intention (Y). Purchase intention (Z) has a positive and significant influence on the purchase decision (Y). Gamification (X1) has a positive and significant influence on purchase decision (Y) through purchase intention (Z). Live streaming (X2) has a positive and significant influence on purchase decision (Y) through purchase intention (Z).
THE EFFECT OF E-SERVICE QUALITY AND PERCEIVED EASE OF USE ON E-CUSTOMER LOYALTY WITH E-CUSTOMER SATISFACTION AND E-TRUST AS INTERVENING VARIABLES IN DIGITAL PAYMENT INTERVENING VARIABLES ON DIGITAL PAYMENT FUNDS IN THE CITY OF MEDAN Nabawi Putri Marisa Nasution; Arlina Nurbaity Lubis; Fadli
International Journal of Educational Review, Law And Social Sciences (IJERLAS) Vol. 5 No. 1 (2025)
Publisher : CV. RADJA PUBLIKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54443/ijerlas.v4i6.2258

Abstract

Cashless phenomenon is noticeable as various kinds of e-wallet arise in Indonesia. E-wallet is an application used as a digital payment method, by which one is able to save money and make transactions of online or offline shopping using smartphones, one of which is Dana Application. The objective of this research is to reveal and to analyze the effects of e-service quality and perceived ease of use on customer loyalty with customer satisfaction and e-trust as the intervening variables in the digital payment of DANA in Medan, Indonesia. The population encompasses all visitors at two malls in Medan performing transactions using e-wallet of DANA. A sample size of 150 respondents are taken by using non probability sampling technique. The data analysis method used is Structural Equation Modelling-Partial Least Square (SEM-PLS). The research findings show that Customer Satisfaction (Z1) has positive and significant effects on E-Trust (Z2). E-Service Quality (XI) has positive and significant effects on Customer Loyalty (Y). E-Service Quality X1) has positive and significant effects on Customer Satisfaction (Z1). E-rust (Z2) has positive and significant effects on Customer Loyalty (Y). Perceived Ease of Use (X) has positive and significant effects on Customer Loyalty (X). Perceived Ease of Use (X2) has positive and significant effects on Customer Satisfaction (21). E-Service Custity (XI) has positive and significant effects on Customer Loyalty (Y) through Customer Satisfaction (Z1) and E-Trust (Z2). Customer Satisfaction (Z1) has positive and significant effects on Customer Loyalty (Y) through E-Trust (Z2). Perceived Ease of Use Sa has positive and significant affects on Customer Loyalty (Y) through Customer Satisfacion (Z1) and E-Trust (Z2). E-Service Quality (X1) has pastive and significant effects on E-Trust (Z2) through Customer Satisfaction (Z1). Perceived Ease of Use (X2) has postive and significant effects on E-Trust (Z2) through Customer Satisfaction (Z1).