The Influence of Gamification, E-Service Quality and E-Trust on Online Purchase Decision with Online Purchase Intention as Intervening Variable at ...
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International Journal of Research and Review DOI: https://doi.org/10.52403/ijrr.20210874 Vol.8; Issue: 8; August 2021 Website: www.ijrrjournal.com Research Paper E-ISSN: 2349-9788; P-ISSN: 2454-2237 The Influence of Gamification, E-Service Quality and E-Trust on Online Purchase Decision with Online Purchase Intention as Intervening Variable at the Marketplace Shopee in Medan City Dita Aulia1, Endang Sulistya Rini2, Fadli3 1,2,3 Department of Management, University of Sumatera Utara, Medan, Indonesia. Corresponding Author: Dita Aulia ABSTRACT effect on online purchase decision with a significance of 0.721, e-trust has a positive and This study aims to determine and analyze the significant effect on online purchase decision effect of gamification, e-service quality and e- with a significance of 0.002 and online purchase trust variables on online purchase decision intention has a positive and significant effect on through online purchase intention at the Shopee online purchase decision with a significance of marketplace in Medan City. This type of 0.000. The path analysis test using the sobel test research is using a quantitative approach. The shows that online purchase intention is able to nature of this research is associative research mediate between gamification and e-trust with and the data used are primary data and online purchase decision, but online purchase secondary data obtained through documentation intention are not able to mediate e-service and a list of questions that measure it using a quality with online purchase decision. Likert scale. The sample in this study is the community in Medan City at least 17 years old, Keywords: Gamification, E-Service Quality, E- has a Shopee marketplace application and is a Trust, Online Purchase Intention and Online consumer who has purchased and used the Purchase Decision Shopee marketplace at least 1 time as many as 175 respondents. Researchers collected data by INTRODUCTION distributing questionnaires to all respondents in The development of the industry is this study. The data analysis method used growing rapidly along with the descriptive statistical analysis and path analysis. sophistication of technology from time to Statistical results show that the majority of time so that it indirectly requires producers respondents agree with all the statements shared. The results of the research on the first or business companies to continue to substructure show that gamification has a compete. Changes that occur in the current positive and significant effect on online industrial revolution 4.0 are part of global purchase intention with a significance of 0.000, changes that make every producer or e-service quality has a positive and insignificant business company to be able to keep up with effect on online purchase intention with a existing developments by continuing to significance of 0.836 and e-trust has a positive innovate. This can be seen from the rapidly and significant effect on online purchase changing information technology so that it intention with a significance of 0.000. The cannot be separated from daily life, both results of the research on the second current needs and future needs. One of the substructure show that gamification has a interesting developments in information positive and significant effect on online purchase decision with a significance of 0.031, technology in the current era is the e-service quality has a negative and insignificant emergence of the internet. One of the International Journal of Research and Review (ijrrjournal.com) 546 Vol.8; Issue: 8; August 2021
Dita Aulia et.al. The influence of gamification, e-service quality and e-trust on online purchase decision with online purchase intention as intervening variable at the marketplace shopee in Medan City. industrial phenomena that is increasing in internet users in Indonesia have shopped the current era is the e-commerce industry. online. With this service, it is certainly E-commerce is one of the big industries that easier for producers or business companies is growing rapidly from time to time which to carry out marketing strategies in addition makes e-commerce something that is to being fast, easy and of course cheaper considered important by everyone because it costs. With all the convenience and facilitates human activities which are slowly efficiency of time in online shopping, this replacing traditional (offline) stores. will attract consumers to buy online in According to Turban et al. (2015) E- making online purchasing decisions using e- commerce is the process of buying, selling, commerce services. or trading data, goods, or services via the One of the factors that can influence internet. E-commerce is defined as a online purchasing decisions is online commercial transaction involving the purchase intention. According to Kotler and exchange of value conducted through or Keller (2016) Purchase intention is how using digital technology between likely consumers are to buy a brand and individuals (Laudon and Traver, 2017). service or how likely consumers are to E-commerce in Indonesia includes switch from one brand to another. Shopee, Lazada, Tokopedia, Bukalapak and Consumers' online buying interest is so on. Marketplace sites in Indonesia have basically a supporting factor in making actually been popping up for a long time, online purchasing decisions for a product. but lately marketplace sites are increasing High consumer buying interest will because there are already many people who encourage consumers to buy a product, even are interested in buying and selling online these consumers can tell good things and on the marketplace site. One type of recommend it to others. However, if the marketplace that is quite popular today and consumer's online buying interest is low, it is in great demand in Indonesia is the will have an impact on consumers' online Shopee marketplace. This can be seen in a purchasing decisions. This is in line with survey conducted by The Asian Parent in research conducted by (Dewi et al., 2017; December 2017 among consumers in Zatalini and Mudiantono, 2017; Rizki et al., Indonesia. The survey revealed that Shopee 2015) is the first choice shopping platform for The next factor that can influence mothers in Indonesia (73%), followed by online purchasing decisions is gamification. Tokopedia (54%), Lazada (51%) and Research conducted by (Xu et al., 2020; Instagram (50%). Shopee is a commercial Yang et al., 2019; Bittner and Schipper, electronic site headquartered in Singapore 2014) found that the gamification element under the auspices of the SEA Group, has a positive and significant effect on previously known as Garena, which was online purchase intention. This research is founded in 2009 by Forrest Li. Shopee was supported by research conducted by Canio first launched in Singapore in 2015 and has et al. (2021) who found that gamification since expanded its reach to Indonesia, indirectly affects online shopping intentions. Malaysia, Thailand, Taiwan, Vietnam and The next factor that can influence the Philippines. In Indonesia, shopping online purchasing decisions is the quality of online has become a habit for many people, electronic services (e-service quality). E- especially people in the city of Medan, service quality has an important role in especially in the midst of the current Covid- attracting consumers' online buying interest 19 pandemic, which makes e-commerce so that ultimately consumers make online increase sharply because it requires people purchasing decisions. Tjiptono (2014) to buy and fulfill their needs online. defines e-service quality as the extent to According to data from Hootsuite (We are which a site facilitates effective and Social) in January 2020, around 88% of efficient shopping in terms of purchasing, International Journal of Research and Review (ijrrjournal.com) 547 Vol.8; Issue: 8; August 2021
Dita Aulia et.al. The influence of gamification, e-service quality and e-trust on online purchase decision with online purchase intention as intervening variable at the marketplace shopee in Medan City. marketing and delivery. This is in line with (Marczewski, 2013), but has become research conducted by (Nasir, 2017; Kalia et popular in the early 2010s (Deterding et al., al., 2016; Nikhashemi et al., 2012) which 2011; Werbach and Hunter, 2012). found that e-service quality has a significant Gamification has been identified as the use effect on purchase intention. of game design elements in non-game In addition to gamification and e- contexts (Deterding, Khaled, Nacke and service quality, electronic trust (e-trust) is Dixon, 2011). As stated in the definition of one factor that is no less important in Seaborn and Fels (2015), the purpose of influencing online purchase decisions. Trust gamification is to provide experiences but in is a descriptive idea that a person has of contexts other than games and to motivate something (Setiadi, 2010). Trust is one of behaviors or ideas that are relevant in the the psychological factors in influencing real world. According to Owen (2017) consumer behavior. The concept of this Gamification is a concept that applies game theory is in accordance with research design to applications instead of games to conducted by (Kaur and Quareshi, 2015; make them more fun and interesting. Marriott and Williams, 2018) finding that Werbach and Hunter (2012) state that the trust factor has a positive and significant gamification is the use of game or game effect on purchase intention. elements with game design techniques in Complaints that often occur when non-game contexts, where in this study the shopping online are e-service quality that is context in question is online business, not as expected, such as products that do not especially marketplaces. Gamification match the photos displayed on the Shopee media can be used in all fields such as application and the slow response in solving medicine, health, government policies and problems. In addition, consumers who make personal responsibility, communication purchases online cannot directly see the media (J. Baran, 2015). There are two products to be purchased or meet directly reasons why gamification media is such a with sellers who offer their products. This powerful tool. First, gamified media take raises the perception of the risk of fraud in advantage of the human desire to achieve the minds of consumers when they will higher ideals and their accomplishments are decide to make an online purchase. The recognized. Some users are motivated by complaint is included in the variables of e- the reward given and some users are service quality and e-trust. The increasing motivated by self-actualization. Second, number of consumer complaints has become gamified media provide strong an input for Shopee companies to maintain accountability. Prizes are given when the e-service quality and e-trust so that user has completed certain transactions, this consumers feel comfortable and safe in concept requires careful calculations so as shopping online in the Shopee marketplace. not to experience losses in the middle of the The results of this pre-survey are in road (Kotler, 2019). Both reasons are the accordance with the theory according to same as the concept of sales promotion or Krauter and Kaluschab (2003) which states sales promotion. Sales promotion are that shopping through the internet has its incentive tools used to stimulate purchases own uniqueness compared to traditional or sales, these tools can be in the form of shopping, namely in terms of uncertainty, coupons, gifts, or product samples. anonymity, lack of control and potential in taking opportunities. E-Service Quality Tjiptono (2016) defines "service can LITERATURE REVIEW be viewed as a system consisting of two Gamification main components, namely service The term gamification is an old operations which are often invisible or term, emerged in the early 2000s unknown to customers (back office or International Journal of Research and Review (ijrrjournal.com) 548 Vol.8; Issue: 8; August 2021
Dita Aulia et.al. The influence of gamification, e-service quality and e-trust on online purchase decision with online purchase intention as intervening variable at the marketplace shopee in Medan City. backstage) and service delivery which is business companies in running their usually visible (visible). ) or known to the business, especially marketplaces, where the customer (often called the front office or relationship that occurs is that producers or frontstage)”. The traditional service quality business companies can carry out their measurement scale before the measurement obligations according to what is expected by of electronic service quality was servqual. consumers. According to Kartajaya (2011) This measurement scale is more indicated customer trust arises from a long process. If for traditional (non-electronic) customers, customer trust has arisen between the while for online customers it uses the e- customer and the company, it will be easier service quality (e-servqual) measurement to build a cooperative relationship. scale. According to Jasfar (2012) a good According to Tjiptono (2014) E- relationship is built when someone service quality or also known as e-SQ, is a experiences something interesting, unique, development of the service quality or specific and the uniqueness and quality of (servqual) model. In principle, the e-SQ the services provided is then maintained, model is an adaptation and extension of the even improved. So what is felt by traditional servqual model into the context consumers is not just a momentary of online shopping. According to Tjiptono experience, but as an increase in consumer (2014) defines e-service quality or confidence from previous experiences to be electronic service quality as the extent to continued in the future. which the site facilitates effective and efficient shopping in terms of purchasing, Online Purchase Intention marketing and delivery. Meanwhile, Tjiptono (2015) states that consumer according to Bressolles and Durrieu (2011) buying interest reflects the desire and desire E-service quality is the extent to which a of consumers to buy a product. If the website facilitates shopping, purchasing and benefits obtained are greater than the delivery of products and services effectively sacrifice to get it, the urge to buy is higher. and efficiently. Because, in fact, needs and desires are not easy to measure and know. Consumers can E-Trust change their minds at the last second. Kotler and Keller (2016) define trust Therefore, to attract or grow consumer as follows: “Trust is willingness of a firm to buying interest, the first thing a producer or rely on a business partner. It depends on a business company must do is understand number of interpersonal and inter- how consumers make online purchasing organizational factors, such as the firms decisions. perceived competence, integrity, honestly According to Kotler and Keller and benevolence”. The meaning of this (2012) Purchase interest is part of the definition is that trust is the company's component of consumer behavior in willingness to rely on business partners. consuming attitudes, the tendency of Trust depends on a number of interpersonal respondents to act before the buying and inter-organizational factors. Such as decision is actually implemented. Online corporate competence, integrity, honesty purchase intentions represent the and kindness. According to Parastanti et al. willingness and intention of consumers (2014) Trust is the belief of certain parties towards products to be purchased at a towards others in conducting transactional certain time or in certain situations through relationships based on a belief that the online platform transactions (Lu et al., person they trust will fulfill all their 2014). Purchase intention is closely related obligations properly and as expected. to consumer purchasing decisions, intention E-Trust is a trust and consumer is used to predict a person's tendency to do confidence built by producers or online or not to do buying behavior. According to International Journal of Research and Review (ijrrjournal.com) 549 Vol.8; Issue: 8; August 2021
Dita Aulia et.al. The influence of gamification, e-service quality and e-trust on online purchase decision with online purchase intention as intervening variable at the marketplace shopee in Medan City. Sumarwan (2011) intention is a strong Medan City who had purchased and used tendency or desire in individuals to perform the Shopee marketplace at least once. The certain behaviors. Intention is an indication size of the population of this study is not of how strong the individual's desire to known with certainty. So to determine the realize a behavior is, in other words, the sample size, it can be done using the stronger the individual's desire, the more formula according to Hair et al, (2010), the likely a behavior is realized. sample size should be 100 or larger. As a general rule, the minimum sample size is at Online Purchase Decision least five times more than the number of According to Kotler and Armstrong question/statement items to be analyzed and (2018) states that: "Consumer buyer the sample size will be more acceptable if it behavior refers to the buying behavior of has a ratio of 10:1. In this study there were final consumers, individuals and households 35 statement items, so the numbers of that buy goods and services for personal samples taken were: consumption", which can be interpreted as Number of samples = Number of statements x 5 purchasing decision behavior refers to the = 35 x 5 final buying behavior of consumers. , both = 175 respondents individuals and households that buy goods Based on these results, the number and services for personal consumption. of respondents who will be sampled in this Kotler and Keller (2016) define "The study is 175 respondents who are people consumer forms preferences among the from 21 sub-districts in the Medan City area brands in the choice set and may also form who were selected according to the sample an intention to buy the most preferred selection criteria in this study. The sampling brand". The meaning of this expression is technique used in this study is the accidental that consumers form preferences among sampling technique. brands in the choice and can also form intentions to buy the most preferred brand. RESULT AND DISCUSSION According to Tjiptono (2014) 1. The Effect of Gamification on Online Purchasing decisions are a series of Purchase Intention processes that start with consumers Based on the results of hypothesis recognizing the problem, seeking testing, it shows that the gamification information about a particular product or variable partially has a positive and brand and evaluating the product or brand significant effect on the online purchase how well each alternative can solve the intention variable. This is evidenced by the problem, which then leads to a purchase path coefficient value of 0.268 with a decision. Based on these definitions, it can significant value for the gamification be concluded that purchasing decisions are variable of 0.000 with an alpha of 5%, consumer behavior where the consumer namely (ρ = 0.000
Dita Aulia et.al. The influence of gamification, e-service quality and e-trust on online purchase decision with online purchase intention as intervening variable at the marketplace shopee in Medan City. in the framework of entertaining games so 3. Effect of E-Trust on Online Purchase that they can attract consumers' online Intention buying interest. This study is in line with Based on the results of hypothesis research conducted by (Xu et al., 2020; testing, it shows that the e-trust variable Yang et al., 2019) which found that the partially has a positive and significant effect gamification element had a positive and on the online purchase intention variable. significant effect on online purchase This is evidenced by the path coefficient intention. This research is supported by value of 0.408 with a significant value for research conducted by Bittner and Schipper the e-trust variable of 0.000 with an alpha of (2014) which found that gamification has an 5%, namely (ρ = 0.000 0.05), meaning that e- conducted by (Kaur and Quareshi, 2015; service quality (X2) has a positive and Marriott and Williams, 2018) which found insignificant effect on online purchase the trust factor to have a positive and intention (Z). So the results of this significant effect on purchase intention. hypothesis test indicate that the hypothesis is rejected. As stated in theory according to 4. Effect of Gamification on Online Bressolles and Durrieu (2011) E-service Purchase Decision quality is the extent to which a website Based on the results of hypothesis facilitates shopping, purchasing and testing, it shows that the gamification delivery of products and services effectively variable partially has a positive and and efficiently. Because, the quality of significant effect on the online purchase service that meets the needs and decision variable. This is evidenced by the expectations of consumers will attract path coefficient value of 0.115 with a consumers to buy online. On the other hand, significant value for the gamification if the quality of service provided does not variable of 0.031 with an alpha of 5%, meet the needs and expectations of namely (ρ = 0.031
Dita Aulia et.al. The influence of gamification, e-service quality and e-trust on online purchase decision with online purchase intention as intervening variable at the marketplace shopee in Medan City. selling transactions. This study is in line Because, customers have a sustainable with research conducted by (Gajanova and purchase intention when they trust the seller Radisic, 2021; Tobon et al., 2019) which (Zhao et al., 2019). found that there was a significant influence between gamification media on consumer 7. Effect of Online Purchase Intention on online purchasing decision behavior Online Purchase Decision Based on the results of hypothesis 5. Effect of E-Service Quality on Online testing, it shows that the online purchase Purchase Decision intention variable partially has a positive Based on the results of hypothesis and significant effect on the online purchase testing, it shows that the e-service quality decision variable. This is evidenced by the variable partially has a negative and path coefficient value of 0.662 with a insignificant effect on the online purchase significant value for the online purchase decision variable. This is evidenced by the intention variable of 0.000 with an alpha of path coefficient value of -0.018 with a 5%, namely (ρ = 0.000 0.05), meaning that e- decisions (Y). So the results of this service quality (X2) has a negative and hypothesis test indicate that the hypothesis insignificant effect on online purchase is accepted. According to Kotler and Keller decision (Y). So the results of this (2016) Purchase intention is how likely hypothesis test indicate that the hypothesis consumers are to buy a brand and service or is rejected. Service quality is how far the how likely consumers are to switch from difference between reality and customer one brand to another. Online purchase expectations for the services they intentions represent the willingness and receive/obtain. This is in accordance with intention of consumers towards products to the theoretical concept according to Kotler be purchased at a certain time or in certain and Armstrong (2012) which states that situations through online platform service quality is often interpreted as a transactions (Lu et al., 2014). Purchase comparison between the expected service intention is closely related to consumer and the actual service received. purchasing decisions. 6. Effect of E-Trust on Online Purchase 8. The Effect of Gamification on Online Decision Purchase Decisions Through Online Based on the results of hypothesis Purchase Intentions testing, it shows that the e-trust variable Based on the results of hypothesis partially has a positive and significant effect testing, it shows that gamification has a on the online purchase decision variable. positive and significant effect on online This is evidenced by the path coefficient purchase decisions through online purchase value of 0.174 with a significant value for intentions. This is evidenced by the path the e-trust variable of 0.002 with an alpha of coefficient value of 0.166 with a significant 5%, namely (ρ = 0.002 < 0.05), meaning value for the gamification variable of 0.000 that e-trust (X3) has a positive and with an alpha of 5%, namely (ρ = 0.000 significant effect on online purchase
Dita Aulia et.al. The influence of gamification, e-service quality and e-trust on online purchase decision with online purchase intention as intervening variable at the marketplace shopee in Medan City. the company's goals in running an online decisions through online purchase business, especially a marketplace that can intentions. This is evidenced by the path attract consumers' online buying interest in coefficient value of 0.253 with a significant making online purchasing decisions. This value for the e-trust variable of 0.000 with study is in line with the research conducted an alpha of 5%, namely (ρ = 0.000 2. Gamification, E-Service Quality, E- 0.05), meaning that e-service quality (X2) Trust and Online Purchase Intention has a positive and insignificant effect on simultaneously have a positive and online purchase decisions (Y) through significant impact on Online Purchase online purchase intention (Z). So the results Decisions at the Shopee marketplace in of this hypothesis test indicate that the Medan City. hypothesis is rejected. This research is not 3. Gamification partially has a positive and in line with research conducted by Sukron significant effect on Online Purchase (2019) which found that e-service quality Intention on the Shopee marketplace in has a positive and significant effect on Medan City. purchasing decisions through buying 4. E-Service Quality partially has a interest as an intervening variable on positive and insignificant effect on Tokopedia consumers. Based on the results Online Purchase Intention on the Shopee of these studies, it can be concluded that marketplace in Medan City. there is an indirect effect of e-service 5. E-Trust has a positive and significant quality on purchasing decisions through effect on Online Purchase Intention on buying interest. the Shopee marketplace in Medan City. 6. Gamification partially has a positive and 10. The Effect of E-Trust on Online significant effect on Online Purchase Purchase Decisions Through Online Decisions on the Shopee marketplace in Purchase Intentions Medan City. Based on the results of hypothesis 7. E-Service Quality partially has a testing, it shows that e-trust has a positive negative and insignificant effect on and significant effect on online purchase International Journal of Research and Review (ijrrjournal.com) 553 Vol.8; Issue: 8; August 2021
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