{"title":"Analysis of the Use of Gamification Elements in E-commerce Applications as a Purchase Intention Factor Using the Structural Equation Model (SEM)","authors":"Fanny Claudia, Viollen Vierrini, Natalia, Natalia Limantara","doi":"10.1109/ISCON57294.2023.10112151","DOIUrl":null,"url":null,"abstract":"Shopping through e-commerce has become a habit for Indonesians. Amidst many e-commerce, gamification is a method used to increase purchases on their platform. However, the influence of gamification on the intention to buy appears to requires additional research, particularly on Indonesian e-commerce platforms. The purpose of this research is to investigate the application of gamification elements in e-commerce as a purchase intention factor using the Structural Equation Model (SEM). A survey was conducted, and 157 valid questionnaires were collected from Indonesian e-commerce users. The result showed that utilitarian values, hedonic values, and spending less time/energy on gaming all have a notable influence on user intentions toward games play on e-commerce platforms. However, utilitarian values have no notable influence on user’s purchase decisions in e-commerce. Furthermore, social value and perceived enjoyment have a significant impact on the user’s purchase intention in e-commerce, whereas game use intention has no notable influence on the user’s purchase intention.","PeriodicalId":280183,"journal":{"name":"2023 6th International Conference on Information Systems and Computer Networks (ISCON)","volume":"270 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-03-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2023 6th International Conference on Information Systems and Computer Networks (ISCON)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ISCON57294.2023.10112151","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
Shopping through e-commerce has become a habit for Indonesians. Amidst many e-commerce, gamification is a method used to increase purchases on their platform. However, the influence of gamification on the intention to buy appears to requires additional research, particularly on Indonesian e-commerce platforms. The purpose of this research is to investigate the application of gamification elements in e-commerce as a purchase intention factor using the Structural Equation Model (SEM). A survey was conducted, and 157 valid questionnaires were collected from Indonesian e-commerce users. The result showed that utilitarian values, hedonic values, and spending less time/energy on gaming all have a notable influence on user intentions toward games play on e-commerce platforms. However, utilitarian values have no notable influence on user’s purchase decisions in e-commerce. Furthermore, social value and perceived enjoyment have a significant impact on the user’s purchase intention in e-commerce, whereas game use intention has no notable influence on the user’s purchase intention.