The Effect of Artificial Intelligence and Gamification on Online Purchase Intention Mediated by Customer Experience: Study on Indonesian Marketplace Users

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Abstract

Objectives: This study aims to analyze the effect of Artificial intelligence and gamification on online purchase intention, as well as the role of customer experience as a variable that mediates the effect of artificial intelligence and gamification on online purchase intention. The marketing approach in today's era tends to lean towards digital personalization using Artificial intelligence and gamification to improve customer engagement and experience. This is ongoing with the fast rate at which technology has been expanding. The development of artificial intelligence has increased consumer happiness even more, making it even more crucial in the contemporary environment. Also, Gamification has clearly been identified as a method of influencing consumer behavior. The use of game design elements in non-game contexts is known as gamification. Gamification and persuasive technologies have been used for business purposes and to influence customer behavior.Methodology: The method used in this study is a quantitative method using survey research with marketplace users in Indonesia as the object of the research. Data collection which was used is the cross-sectional method by distributing online questionnaires from Google Forms. The research sample was selected using the purposive sampling method in order to obtain 272 respondents from various users (Tokopedia, Shopee, Lazada, Blibli, and Bukalapak users). The data analysis that is used is the path analysis Structural Equation Model (SEM) by SmartPLS 3.0 software. The first stage in data analysis is to recapitulate data on the characteristics of the respondents. The next step is to measure the validity and reliability using discriminant validity, convergent validity, composite reliability, and Cronbach's alpha. Then, to test the inner model, a Goodness of Fit test was carried out through R-Square and significance testing by interpreting path analysis values, T-values, and P-Values.Finding: In this research conducted on marketplace users in Indonesia, it was found that Artificial Intelligence and Gamification are determinants of Customer Experience but these two variables cannot directly support Online Purchase Intention. Further findings indicate that Customer Experience can be an important determining factor for Online Purchase Intention. Customer experience can strengthen the online purchase intention among marketplace users.Conclusion: The result of this study shows that Artificial intelligence and gamification cannot affect online purchase intention directly but artificial intelligence and gamification can affect online purchase intention indirectly through customer experience
人工智能和游戏化对顾客体验介导的在线购买意愿的影响——基于印尼市场用户的研究
目的:本研究旨在分析人工智能和游戏化对在线购买意愿的影响,以及客户体验作为中介变量在人工智能和游戏化对在线购买意愿影响中的作用。当今时代的营销方法倾向于使用人工智能和游戏化来提高客户参与度和体验的数字化个性化。随着技术的快速发展,这一趋势正在持续。人工智能的发展进一步提高了消费者的幸福感,使其在当代环境中变得更加重要。此外,游戏化显然是一种影响消费者行为的方法。在非游戏环境中使用游戏设计元素被称为游戏化。游戏化和说服技术已被用于商业目的和影响客户行为。方法:本研究采用定量方法,以印度尼西亚的市场用户为研究对象进行调查研究。数据收集使用的是横断面法,通过分发谷歌表格的在线问卷。研究样本采用目的抽样法,从不同用户(Tokopedia、Shopee、Lazada、Blibli和Bukalapak用户)中获得272名受访者。数据分析采用路径分析结构方程模型(SEM),采用SmartPLS 3.0软件进行分析。在数据分析的第一阶段是概括数据的受访者的特点。下一步是使用判别效度、收敛效度、复合效度和Cronbach's alpha来测量效度和信度。然后,为了检验内部模型,通过解释路径分析值、t值和p值,通过r平方和显著性检验进行拟合优度检验。研究发现:在对印度尼西亚市场用户进行的研究中,我们发现人工智能和游戏化是客户体验的决定因素,但这两个变量不能直接支持在线购买意愿。进一步的研究结果表明,客户体验可以成为在线购买意愿的重要决定因素。客户体验可以增强市场用户的在线购买意愿。结论:本研究结果表明,人工智能和游戏化不能直接影响在线购买意愿,但人工智能和游戏化可以通过客户体验间接影响在线购买意愿
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