Pengaruh E-Servicescape dan Gamifikasi Terhadap Loyalitas Pelanggan Tokopedia (Studi Pada Pelanggan Tokopedia di Kota Surabaya)

Costing Pub Date : 2023-09-17 DOI:10.31539/costing.v7i1.7308
Rias Wiranda Putri Kusnul Aprilia, Sugeng Purwanto
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Abstract

E-commerce companies are increasingly competitive along with the growing use of e-commerce in Indonesia. As a result, maintaining customer loyalty is an important task for companies. The purpose of this research is to find out how the e-servicescape and gamification influence the loyalty of Tokopedia customers in the city of Surabaya. The research method used is quantitative, with a sample of 100 respondents based on sample criteria. Sampling using purposive sampling approach and non-probability sampling technique. The population in this study are customers on the Tokopedia application in the city of Surabaya. Approach to data analysis using SMART PLS software. The results showed that both e-servicescape and gamification had a positive effect on consumer loyalty. Other findings showed that Tokopedia had layout and functionality as the best e-servicescape aspect while entertainment was the best gamification aspect. Keywords: E-Servicescape; Gamification; Customer Loyalty; E-Commerce
电子服务对Tokopedia客户忠诚的影响(在泗水市对Tokopedia客户的研究)
随着电子商务在印尼的使用越来越多,电子商务公司的竞争力也越来越强。因此,保持客户忠诚度是企业的一项重要任务。本研究的目的是找出电子服务逃逸和游戏化如何影响泗水市Tokopedia客户的忠诚度。使用的研究方法是定量的,根据抽样标准抽样100名受访者。抽样采用有目的抽样方法和非概率抽样技术。本研究的人口是泗水市Tokopedia应用程序的客户。使用SMART PLS软件进行数据分析的方法。结果表明,电子服务逃避和游戏化对消费者忠诚度均有正向影响。其他调查结果显示,Tokopedia的布局和功能是最佳的电子服务逃避方面,而娱乐是最佳的游戏化方面。& # x0D;关键词:E-Servicescape;游戏化;客户忠诚度;电子商务
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