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Journal : Journal of Information Systems Engineering and Business Intelligence

The Influence of Gamification Affordance on Customer Loyalty among E-Commerce in Indonesia Zega, Luther Risman Luosaro; Perdanakusuma, Andi Reza; Hariyanti, Uun
Journal of Information Systems Engineering and Business Intelligence Vol. 11 No. 2 (2025): June
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20473/jisebi.11.2.115-125

Abstract

Background: The e-commerce industry in Indonesia is experiencing competition due to the rising number of users and price-sensitive consumers, making user loyalty a major challenge for companies. Although gamification, such as task/quest type, was recognized as a strategy to boost loyalty, previous studies showed inconsistent results regarding its impact on hedonic and utilitarian values.  Objective: This study aimed to explore the relationships among task/quest-type gamification affordance (GA), hedonic value (HV), utilitarian value (UV), satisfaction (SA), and loyalty (LOY) among Indonesian e-commerce users.   Methods: A total of 284 e-commerce app users who had engaged in task/quest-type gamification were selected as participants using a convenience sampling method. A quantitative method was adopted and survey data were examined by covariance-based structural equation modeling (CB-SEM) conducted in SmartPLS4.  Results: The analysis showed that gamification affordance significantly impacted users’ perceived hedonic and utilitarian values. An increase in these values significantly enhanced user satisfaction, and strongly correlated with loyalty. Gamification affordance also indirectly influenced loyalty through hedonic value, utilitarian value, and satisfaction.  Conclusion: Task/quest-type gamification affordance effectively enhanced user loyalty in Indonesian e-commerce by improving perceived hedonic and utilitarian values and satisfaction. These results suggested that gamification strategies focusing on task/quest-type elements could foster loyalty in a competitive e-commerce environment.  Keywords: Gamification Affordance, Hedonic Value, Utilitarian Value, Satisfaction, Loyalty
Co-Authors Abdilah, Yan Amal Abrar Erlangga, Alif Muhammad Adiastuti, Lintang Eka Admaja Dwi Herlambang, Admaja Dwi Adzkia, Muhammad Hilmi Afranita, Yanuarin Salwa Agung Wicaksono, Satrio Aisyah, Kindi Alghiffari, Farrell Arrazi Andi Reza Perdanakusuma, Andi Reza Aswin Suharsono, Aswin Attalea Yessa, Achmad Firdaus Baehaqi Choirinnisa, Fadila Dewi, Fikriya Rachma Diyu Nugroho, Gavino Barca Erlangga, Alif Muhammad Abrar Faizatul Amalia, Faizatul Farisi, Hariz Fitri, Arsy Kurnia Fitria, Illa Hibadurrahman, Mohammad Hafidz Husodo, Safira Luthfiana Hutapea, Wilson Hamonangan Ariyanto Hwang, Wu-Yuin Istyadi, Jenita Jayadi, Delisya Junaidi Junaidi Kartika Sari, Adinda Firda Khalid Rahman, Khalid Laksmana, Kumara Sahasika Muslimah Az-Zahra, Hanifah Nabhan, Muhammad Nadhif Nabila, Failashofi Novita, Salma Nugroho, Alief Nurkhamid, Nurkhamid Nurtantyana, Rio Permatasari, Desifa Prastinanda, Fadhilah Alya Pratama, Edwin Samodra Pratama, Yoga Aditya Prima Zulvarina, Prima Purba, Vera Margaretha Purnawirawan, Okta Puspita, Amelia Dhea Retno Indah Rokhmawati, Retno Indah Riswan Septriayadi Sianturi Safie, Laquisha Dinara Satrio Hadi Wijoyo siwabessy, Christian Adrianus Taufani, Qhonitha Adilla Tri Afirianto, Tri Triutami, Tabita Wahyu Wahyudi, Valentina Priesty Wibisono Sukmo Wardhono, Wibisono Sukmo Wicaksono, Tegar Setyo Wijayanto, Dimas Reza Winarno, Adimasta Raffindani Yanuar, Athallarifky Yulis Tyaningsih, Ratna Yusi Tyroni Mursityo Zanah, Yulia Husnathul Zega, Luther Risman Luosaro