The purpose of this study is to determine whether gamification has a direct effect on loyalty, to determine whether gamification has a direct effect on customer engagement, to determine whether customer engagement has a direct effect on loyalty. This study uses quantitative research, the population in this study were FEB students of Muhammadiyah Metro University Class of 2020 using the Slovin formula, a sample of 76 students was obtained. The data collection technique used a questionnaire, with data analysis using Validity Test, Reliability Test, Normality Test, Homogeneity Test, Path Analysis. The results of this study indicate that gamification has a direct effect on customer loyalty in the Tokopedia application, gamification has a direct effect on customer engagement in the Tokopedia application, customer engagement has a direct effect on customer loyalty in the Tokopedia application.
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