Hype VS Smart, Which One is Our Online Customers? Examining the Role of Gamification, Products Assortment, e-WOM and Lifestyle of Indonesian E-Commerce Apps. Customers
C. Adhikara, A. Farmania, Anditya Perwiratama, Lorensius Adinegoro, Luthfi Maulana
{"title":"Hype VS Smart, Which One is Our Online Customers? Examining the Role of Gamification, Products Assortment, e-WOM and Lifestyle of Indonesian E-Commerce Apps. Customers","authors":"C. Adhikara, A. Farmania, Anditya Perwiratama, Lorensius Adinegoro, Luthfi Maulana","doi":"10.5220/0009906601230129","DOIUrl":null,"url":null,"abstract":"The interest of using e-Commerce in Indonesia especially among students activites has increases rapidly and shifted, not only for online transactions but its already becomes a lifestyle. Several studies shows the important role of Lifestyle as an intervening (moderation) variable. This study aims to determine various factors such as gamification, e-WOM, and product assortment affect purchase intention. The role of lifestyle as moderation were put between gamification and purchase intention. This study use quantitative method, the type of data used is primary data obtained directly from the first source and calculated using SmartPLS version 3.0 software. The analysis Unit is active students in all strata using e-Commerce actively, with an average age between 18-35 years. The results show e-WOM has a positive and significant influence to purchase intention. As for gamification and product assortment to purchase intention both have not significant results; and lifestyle as a moderation between gamification and purchase intention, have negative result.","PeriodicalId":345203,"journal":{"name":"Proceedings of the International Conferences on Information System and Technology","volume":"9 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the International Conferences on Information System and Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5220/0009906601230129","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
The interest of using e-Commerce in Indonesia especially among students activites has increases rapidly and shifted, not only for online transactions but its already becomes a lifestyle. Several studies shows the important role of Lifestyle as an intervening (moderation) variable. This study aims to determine various factors such as gamification, e-WOM, and product assortment affect purchase intention. The role of lifestyle as moderation were put between gamification and purchase intention. This study use quantitative method, the type of data used is primary data obtained directly from the first source and calculated using SmartPLS version 3.0 software. The analysis Unit is active students in all strata using e-Commerce actively, with an average age between 18-35 years. The results show e-WOM has a positive and significant influence to purchase intention. As for gamification and product assortment to purchase intention both have not significant results; and lifestyle as a moderation between gamification and purchase intention, have negative result.