Pengaruh Gamification dan Live Streaming Shopping terhadap Purchase Decision dengan Purchase Intention sebagai Variabel Intervening pada Marketplace Shopee di Kota Medan
The Influence of Gamification and live streaming Shopping on Purchase Decision with Purchase Intention as the Intervening Variabel on the Shopee Marketplace in Medan City

Date
2024Author
Siahaan, Hanastasia Debora Sari
Advisor(s)
Lubis, Arlina Nurbaity
Sembiring, Beby Karina Fawzeea
Metadata
Show full item recordAbstract
The competition in e-commerce in Indonesia makes e-commerce companies
increasingly competitive to issue innovations by developing attractive strategies for
customers. According to the results of an iPrice Indonesia survey, the number of
monthly web visitors to the Shopee marketplace is ranked second in the third
quarter of 2023. These results explain why Shopee has not become the main choice
of customers when shopping online. Consumer desires that continue to change
cause consumers to turn to other e-commerce sites that have more superior
specifications than Shopee, causing many Shopee's users to switch to other service
providers. This study aims to determine and analyze the effect of gamification and
live streaming shopping on purchase decisions, with purchase intention as an
intervening variable in the Shopee marketplace in Medan City. The population in
this study is citizens of Medan City who have bought and used the Shopee
marketplace at least twice a month. The sampling technique in this study is an
accidental sampling technique of 220 respondents. The data analysis method uses
structural equation modeling with partial least squares (SEM-PLS). The results
showed that gamification (X1) has a positive and significant influence on purchase
decisions (Y). Gamification (X1) has a positive and significant influence on
purchase intention (Z). Live streaming shopping (X2) has a positive and significant
influence on purchase decisions (Y). Live streaming shopping (X2) has a positive
and significant influence on purchase intention (Y). Purchase intention (Z) has a
positive and significant influence on the purchase decision (Y). Gamification (X1)
has a positive and significant influence on purchase decision (Y) through purchase
intention (Z). Live streaming (X2) has a positive and significant influence on
purchase decision (Y) through purchase intention (Z).
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- Master Theses [1169]