Consumer Reviews, Ratings, and Gamification on Muslim Millennials’ Online Purchasing Decisions

S. Prastiwi, Asep Maulana Rohimat, Helti Nur Aisyiah
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引用次数: 1

Abstract

Since previous research on the relationship among Online Consumer Review (OCR), ratings, gamification, and online purchasing decisions had mixed results, this study involves trust as a mediating variable, which has never been explored in previous research, to explore online consumer reviews, ratings, and gamification in increasing trust of Muslim Millennials for online purchasing decisions. Investigating Muslim millennials in Central Java and Yogyakarta, 114 questionnaire results were analyzed using Structural Equation Model. The results showed that OCR and ratings affect Muslim Millennials' online purchasing decisions at Shopee, while gamification cannot affect them. Trust in this research model could not affect purchasing decisions. Thus, the trust could not be a mediating variable. The results of this study will be useful for Micro, Small and Medium Enterprises (MSMEs) and the online shop’s development team to maintain the image of an online store.
消费者评论、评级和游戏化对穆斯林千禧一代在线购买决策的影响
由于之前关于在线消费者评论(OCR)、评级、游戏化和在线购买决策之间关系的研究结果好坏参半,因此本研究将信任作为一个中介变量,探索在线消费者评论、评级和游戏化在增加穆斯林千禧一代在线购买决策信任方面的作用,这在以前的研究中从未被探索过。对中爪哇和日惹地区的穆斯林千禧一代进行调查,采用结构方程模型对114份问卷结果进行分析。结果显示,OCR和评级会影响穆斯林千禧一代在Shopee的在线购买决策,而游戏化不会影响他们。在这个研究模型中,信任不会影响购买决策。因此,信任不能成为中介变量。本研究的结果将有助于中小微企业(MSMEs)和网上商店的开发团队维护网上商店的形象。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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