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Memahami Repurchase Intention pada Layanan Bank Digital: Interaksi Motivasi Belanja Hedonis, Fitur User-Friendly, Functional Benefit dan Impulse Buying pada Pengguna SeaBank di Shopee Nur Laili Hidayah; Panca Kurniati; Herna Rizaldi
UPY Business and Management Journal (UMBJ) Vol. 5 No. 1 (2026): UBMJ (UPY Business and Management Journal)
Publisher : Department of Management, Universitas PGRI Yogyakarta.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/ubmj.v5i1.8917

Abstract

Tujuan: Penelitian ini bertujuan untuk menganalisis faktor motivasi belanja hedonis, kemudahan penggunaan fitur, manfaat fungsional layanan, serta pembelian impulsif dalam mempengaruhi niat pembelian ulang konsumen. Metodologi: Penelitian ini menggunakan pendekatan kuantitatif dengan data primer dari kuesioner. Sampel diambil dengan purposive random sampling, di mana setiap orang yang memenuhi kriteria memiliki kesempatan yang sama untuk menjadi responden. Instrument penelitian menggunakan Skala Likert 5, dan data dianalisis dengan Structural Equation Modeling (SEM) berbasis Partial Least Square (PLS) 3.0. Penelitian melibatkan minimal 190 responden pengguna SeaBank dalam dua bulan terakhir. Temuan: Hasil penelitian ini menunjukan bahwa motivasi belanja hedonis, manfaat fungsional, mempunyai pengaruh positif serta signifikan terhadap repurchase intention, baik secara langsung maupun melalui pembelian impulsif. Sedangkan kemudahan penggunaan fitur tidak berpengaruh signifikan, dengan nilai koefisien beta mencapai 0,155 (positif), t-value 9,422, namun p-value 0,002 > 0,05 sehingga dari segi statistik tidak dapat berpengaruh. Orisinalitas: Penelitian ini mengintegrasikan motivasi belanja hedonis, user friendly, functional benefit, dan impulse buying dalam satu model komprehensif untuk menjelaskan repurchase intention pada pengguna Seabank di Shopee. Keterbatasan Penelitian: Penelitian ini memiliki keterbatasan pada jumlah responden yang relatif sedikit karena keterbatasan akses. Sehingga penelitian selanjutnya disarankan untuk melibatkan lebih banyak responden atau memperluas cakupan pengguna. Implikasi Praktis: Implikasi penelitian meliputi pemahaman bagaimana motivasi belanja hedonis, kemudahan penggunaan fitur, manfaat fungsional, dan perilaku pembelian impulsif mempengaruhi repurchase intention pada layanan bank digital.
GAMIFICATION IN MARKETING: HOW ENGAGEMENT INFLUENCES CUSTOMER RETENTION? HERNA RIZALDI; Khoirul Fatah; siti Aisyah
Neraca Vol. 22 No. 1 (2026): NERACA
Publisher : FEB Universitas Muhammadiyah Pekajangan Pekalongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.48144/neraca.v22i1.2468

Abstract

This study aims to analyze the effect of gamification on customer retention and to examine the mediating role of customer engagement among users of the e-commerce platforms Tokopedia, TikTok Shop, and Shopee. The study employs a quantitative approach with a sample of 96 respondents, comprising students, civil servants (ASN), and entrepreneurs located in the regions of Banyumas, Banjarnegara, Purbalingga, and Cilacap. Data collection was conducted using a structured questionnaire, while data analysis employed the Partial Least Squares Structural Equation Modeling (PLS-SEM) method using the SmartPLS software. The results indicate that gamification has a positive and significant effect on customer retention. Additionally, gamification also has a positive and significant effect on customer engagement, while customer engagement was found to have a positive and significant effect on customer retention. The results of the indirect effect test show that customer engagement partially mediates the relationship between gamification and customer retention. These findings suggest that the implementation of gamification elements such as points, rewards, challenges, and interactive missions can increase consumer engagement, which ultimately strengthens customer retention. This study implies that effective gamification strategies can serve as a means for e-commerce platforms to boost user engagement and retain customers over the long term.   REFERENCES Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? – A literature review of empirical studies on gamification. Proceedings of the 47th Hawaii International Conference on System Sciences, 3025–3034 Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O'Reilly Media Huotari, K., & Hamari, J. 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