IJRR

International Journal of Research and Review

| Home | Current Issue | Archive | Instructions to Authors | Journals |

Research Paper

Year: 2023 | Month: April | Volume: 10 | Issue: 4 | Pages: 255-272

DOI: https://doi.org/10.52403/ijrr.20230433

Winning Hearts and Wallets: Investigating of Gamification and Reputation on Repurchases Intention on E-Commerce Platforms in Indonesia

Aniek Maschudah1, Romi Ilham2, Dewi Murdiawati3

1Department of Management, 2,3Department of accounting,
1,2,3Hayam Wuruk Perbanas University, Surabaya, Indonesia

Corresponding Author: Romi Ilham

ABSTRACT

This study investigates the effect of gamification and reputation on e-commerce purchase intention in Indonesia. This type of research uses a quantitative approach through survey methods. The population in this study were users of the five largest e-commerce platforms in Indonesia, with a minimum sample size of 520 respondents. Confirmatory factor analysis (CFA) using the SEM-PLS algorithm with WarpPLS software. The results of this study indicate that to win the hearts and wallets of consumers, the application of gamification can significantly increase repurchase intention and reputation can significantly increase vendor trust in shopping on the marketplace.

Keywords: gamification, reputation, e-commerce, repurchase intention

[PDF Full Text]