基于结构方程模型(SEM)的电子商务应用中游戏化元素作为购买意愿因素的分析

Fanny Claudia, Viollen Vierrini, Natalia, Natalia Limantara
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引用次数: 0

摘要

通过电子商务购物已经成为印尼人的一种习惯。在许多电子商务中,游戏化是一种用来增加其平台购买量的方法。然而,游戏化对购买意愿的影响似乎需要进一步研究,特别是在印度尼西亚的电子商务平台上。本研究的目的是利用结构方程模型(SEM)探讨游戏化元素作为购买意愿因素在电子商务中的应用。对印尼电子商务用户进行调查,收集有效问卷157份。结果表明,功利价值观、享乐价值观和较少的游戏时间/精力都对电子商务平台上的用户游戏意愿有显著影响。而在电子商务中,功利价值观对用户购买决策的影响并不显著。此外,社交价值和感知享受对电子商务用户的购买意愿有显著影响,而游戏使用意愿对用户的购买意愿没有显著影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Analysis of the Use of Gamification Elements in E-commerce Applications as a Purchase Intention Factor Using the Structural Equation Model (SEM)
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.
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