Kajian Branding Indonesia
Vol 6 No 2 (2024): Kajian Branding Indonesia

The Influence of Gamification and Perceived Value on Purchase and Continuance Use Intention towards Shopee in Indonesia

Budiman, Arief (Unknown)
Gouw, Michelle Arifin (Unknown)
Su, Kenny (Unknown)
Amelia, Novi (Unknown)



Article Info

Publish Date
23 Jan 2025

Abstract

This study investigates gamification's impact on purchase intention, continuance use intention, and perceived value in Indonesian e-commerce, focusing on Shopee Cocoki. Using quantitative methods and SEM-CB analysis, 340 active Shopee users who played Shopee Cocoki were surveyed. Results show gamification positively affects purchase and continuance use intentions, though some findings differ from previous studies, such as social value not significantly impacting game use intention. Recommendations include emphasizing game use intention as an intermediary for consumer decisions and focusing on utilitarian, social, and hedonic values that influence purchase and continuance use intentions. These insights can formulate marketing strategies to enhance platform satisfaction by understanding consumer value priorities.

Copyrights © 2024






Journal Info

Abbrev

kbi

Publisher

Subject

Humanities Decision Sciences, Operations Research & Management Economics, Econometrics & Finance Social Sciences

Description

KBI focuses on the dissemination of studies in the areas of creation, development, sustainability of brands, and areas where consumers process various perceptions related to products or services brands: - Logo - Naming and packaging - Branding and technology - Brand research methods - Brand metrics ...