Pengaruh Utilitarian Value, Hedonic Value, Time/Effort, dan Social Value dalam Game Use Intention terhadap Niat Membeli pada Pengguna Shopee Games di Surabaya
Abstract
Keywords
Full Text:
PDFReferences
Ammalia, A. R., & & Sumar, S. (2024). PERAN NILAI-NILAI GAMIFIKASI DAN SOSIAL TERHADAP ADOPSI E-COMMERCE. Jurnal Bisnis Dan Manajemen, 20(1). https://doi.org/https://doi.org/10.23960/jbm.v20i1.2041
Bade, K. (2024). Customer Loyalty Program: Enhanced Rewards and Insights for Lasting Engagement. International Journal for Research in Applied Science and Engineering Technology, 12(4), 84–87. https://doi.org/10.22214/ijraset.2024.59689
Budiman, A., Gouw, M. A., Su, K., & Amelia, N. (2025). The Influence of Gamification and Perceived Value on Purchase and Continuance Use Intention towards Shopee in Indonesia. Kajian Branding Indonesia, 6(2), 107. https://doi.org/10.21632/kbi.6.2.107-127
Che, T., Peng, Y., Zhou, Q., Dickey, A., & Lai, F. (2023). The impacts of gamification designs on consumer purchase: A use and gratification theory perspective. Electronic Commerce Research and Applications, 59. https://doi.org/10.1016/j.elerap.2023.101268
Eldhia, A. M., & Iriyanti, I. (2022). Jurnal Manajemen dan Usahawan Indonesia Analisis Pengaruh Faktor-Faktor Gamification dan Enjoyment Dalam ShopeeGames terhadap Online Purchase Intention pada Aplikasi Shopee Analisis Pengaruh Faktor-Faktor. 45(2). https://doi.org/10.7454/jmui.v45i2.1033
Habib, H. M. H., Hidayat, K., & Mawardi, M. K. (2023). The Gamification Influence as Marketing Medium on Intrinsic Motivation , Positive Emotion , Customer Engagement and Repurchase Intention. 17(2), 253–266.
Hermaya, A., & Ramli, A. H. (2025). Pengaruh Perceived Value, Hedonic Value, dan Trust terhadap Purchase Intention pada Produk Skincare. Jurnal Manajemen Bisnis Era Digital, 2(4), 244–256. https://doi.org/10.61132/jumabedi.v2i4.1003
Kusumaningrum, R. P., & Danibrata, A. (2023). Shopping Motivation in Consumer Loyalty Process. Jurnal Bisnis Dan Akuntansi, 25(2), 367–378. https://doi.org/10.34208/jba.v25i2.2253
Kusumawardani, K. A., Eva, J., & Tambunan, G. (2022). The role of gamification, social, hedonic and utilitarian values on e-commerce adoption. https://doi.org/10.1108/SJME-09-2022-0188
Lesmana, V., & Briliana, V. (2024). How Does Gamification Influence a Consumer’S Purchase Intention? Study in Shopee Indonesia. Jurnal Bisnis Dan Akuntansi, 26(1), 29–44. https://doi.org/10.34208/jba.v26i1.2104
Liao, Y., Zhou, F., & Chen, Y. (2024). How Does Gamification Improve Purchase Intention ? Through the Lens of Perceived Brand Coolness and Time Poverty.
Nurfidausyi, M. Z. T., Mursityo, Y. T., & Maghfiroh, I. S. E. (2024). Analisis Pengaruh Mini Games Pada Platform E-Commerce Shopee Terhadap Niat Pengguna Untuk Berbelanja Secara Online. Jurnal Sistem Informasi, Teknologi Informasi, Dan Edukasi Sistem Informasi, 5(2), 100–109. https://doi.org/10.25126/justsi.v5i2.491
Paramitha, N. P. I. N., Sulhaini, S., & Saufi, A. (2022). The Effect of Hedonic Shopping and Utilitarian Values on Impulse Buying Moderated by Gender on the Marketplace. International Journal of Multicultural and Multireligious Understanding, 9(2), 54. https://doi.org/10.18415/ijmmu.v9i2.3322
Pranjono, D. E., & Tjokrosaputro, M. (2024). PENGARUH GAMIFIKASI TERHADAP KEPUASAN PELANGGAN E-COMMERCE: DAMPAK VARIA... Jurnal Manajemen Bisnis Dan Kewirausahaan, 1382–1395. https://doi.org/https://doi.org/10.24912/jmbk.v8i6.33631
Shirai, M. (2023). Which loyalty program do customers prefer: a coalition program or a single-firm program? Journal of Services Marketing, 37(5), 563–573. https://doi.org/10.1108/JSM-04-2022-0139
Shofizzuhri, A. (2022). View of JURNAL PENGARUH GAMIFICATION DAN PERCEIVED ENJOYMENT TERHADAP REPURCHASE INTENTION PADA PEMBELIAN DI SHOPEE.pdf. EL HAYAH : Jurnal Studi Islam.
Sulastri, A., & Fatimah, S. E. (2026). Gamification and repurchase intention among Shopee users in Cirebon : the mediating role of positive emotion. 6(1), 187–199. https://doi.org/10.47065/imj.v6i1.529
Tobon, S., Uiz-Alba, J. L., & García-Madariaga, J. (2020). Gamification and online consumer decisions: Is the game over? Decision Support Systems, Volume 128. https://doi.org/https://doi.org/10.1016/j.dss.2019.113167
Yan, H., Zhang, H., Li, F., & Lam, J. F. I. (2023). Exploring college students ’ behavioral engagement intentions towards gamified online interactive platforms : based on Technology Acceptance Model and Theory of Planned Behavior. In ICDTE ’23: Proceedings of the 7th International Conference on Digital Technology in Education (Vol. 1, Issue 1). Association for Computing Machinery. https://doi.org/10.1145/3626686.3626698
Yu, N., & Huang, Y. T. (2022). Why do people play games on mobile commerce platforms? An empirical study on the influence of gamification on purchase intention. Computers in Human Behavior, 126. https://doi.org/10.1016/j.chb.2021.106991
DOI: https://doi.org/10.17509/ijdb.v6i1.103541
Refbacks
- There are currently no refbacks.
Copyright (c) 2026 Universitas Pendidikan Indonesia (UPI)

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Indonesian Journal of Digital Business is published by Universitas Pendidikan Indonesia (UPI)
and managed by Department of Digital Business
Jl. Dr. Setiabudi No.229, Kota Bandung, Indonesia - 40154
View My Stats




1.png)