The Effect of Brand Love and Gamification on Repurchase Intention through Customer Engagement as an Intervening Variable in E-Commerce Companies in Indonesia

Nining Wahyu Lestari, Raisa Fitri, Suryo Hadi Wira Prabowo

Abstract


The growth of e-commerce has caused e-commerce-based companies to emerge, and business competition in the e-commerce industry is getting stronger. This makes companies compete to increase repurchase intention with positive brand love and the implementation of gamification in companies to encourage engagement. Thus, this study aims to test the effect of brand love and gamification on repurchase intention through customer engagement as an intervening variable on Shopee application users. The data collection technique used a questionnaire that had previously been tested for validity and reliability. This study involved 236 respondents, who were then analyzed using descriptive statistical analysis and PLS-SEM. The research findings show that brand love and gamification have a direct, positive, and significant effect on customer engagement and repurchase intention. In addition, brand love and gamification have an indirect effect on repurchase intention through customer engagement. This article also provides suggestions to the Shopee company based on the research findings.

Full Text:

PDF

References


Ahmadi, R. S., Harnani, N., & Setiadiwibawa, L. (2020). Peningkatan Volume Penjualan Pada Umkm Industri Kreatif Makanan, Minuman Melalui E-Commerce Di Kota Bandung. Jurnal Ilmu - Ilmu Sosial Dan Humaniora, 22(2), 172–180. https://doi.org/10.24198/sosiohumaniora.v22i2.24537

Al-Dmour, H. H., Ali, W. K., & Al-Dmour, R. H. (2019). The relationship between customer engagement, satisfaction, and loyalty. International Journal of Customer Relationship Marketing and Management, 10(2), 35–60. https://doi.org/10.4018/IJCRMM.2019040103

Ali, A., & Bhasin, J. (2019). Understanding Customer Repurchase Intention in E-commerce: Role of Perceived Price, Delivery Quality, and Perceived Value. Jindal Journal of Business Research, 8(2), 142–157. https://doi.org/10.1177/2278682119850275

Aparicio, M., Costa, C. J., & Moises, R. (2021). Gamification and reputation: key determinants of e-commerce usage and repurchase intention. Heliyon, 7(3), e06383. https://doi.org/10.1016/j.heliyon.2021.e06383

Baran, A. (2023). Determinants of the Relationship between Brand Experience and Brand Love and Behavioural Results of Brand Love 1. 18, 688–706. https://doi.org/10.17153/oguiibf.1258124

Bitrián, P., Buil, I., & Catalán, S. (2021). Enhancing user engagement: The role of gamification in mobile apps. Journal of Business Research, 132(July 2020), 170–185. https://doi.org/10.1016/j.jbusres.2021.04.028

Dachyar, M., & Banjarnahor, L. (2017). Factors influencing purchase intention towards consumer-to-consumer e-commerce. Intangible Capital, 13(5), 946–966. https://doi.org/10.3926/ic.1119

Djohan, S. A., Handhana, D., Castafiore, V. B., & Hendriana, E. (2022). Can Gamification Stimulate Customers to Repurchase in the E-Marketplace? The Mediation Effect of Customer Experience and Engagement. Budapest International Research and Critics Institute (BIRCI-Journal): Humanities and Social Sciences, 5(1), 4781–4796.

Eisingerich, A. B., Marchand, A., Fritze, M. P., & Dong, L. (2019). Hook vs. hope: How to enhance customer engagement through gamification. International Journal of Research in Marketing, 36(2), 200–215. https://doi.org/10.1016/j.ijresmar.2019.02.003

Elgarhy, S. D., Abdel Rahieem, W. M. A. N., & Abdulmawla, M. (2023). Influences of Gamification on Repurchase Intention and Intrinsic Motivations in Egyptian Hotels and Travel Agencies: The Mediating Role of Customer Engagement. Journal of Quality Assurance in Hospitality and Tourism, 00(00), 1–23. https://doi.org/10.1080/1528008X.2023.2194705

Ghozali, I., & Latan, H. (2015). Partial Least Squares, Konsep, Teknik dan Aplikasi Menggunakan Program SmartPLS 3.0 (2nd Editio). Badan Penerbit Universitas Diponegoro.

Ho, M. H. W., & Chung, H. F. L. (2020). Customer engagement, customer equity and repurchase intention in mobile apps. Journal of Business Research, 121(July), 13–21. https://doi.org/10.1016/j.jbusres.2020.07.046

Hofacker, C. F., de Ruyter, K., Lurie, N. H., Manchanda, P., & Donaldson, J. (2016). Gamification and Mobile Marketing Effectiveness. Journal of Interactive Marketing, 34(2016), 25–36. https://doi.org/10.1016/j.intmar.2016.03.001

Hsu, C. (2023). Enhancing brand love , customer engagement , brand experience , and repurchase intention : Focusing on the role of gamification in mobile apps. Decision Support Systems, 174(December 2022), 114020. https://doi.org/10.1016/j.dss.2023.114020

Hsu, C. L., & Chen, M. C. (2018). How does gamification improve user experience? An empirical investigation on the antecedences and consequences of user experience and its mediating role. Technological Forecasting and Social Change, 132(April 2017), 118–129. https://doi.org/10.1016/j.techfore.2018.01.023

Ismail, I. J. (2022). I trust friends before I trust companies: The mediation of WOM and brand love on psychological contract fulfilment and repurchase intention. Management Matters, 19(2), 167–186. https://doi.org/10.1108/manm-02-2022-0033

Junaid, M., Hussain, K., Basit, A., & Hou, F. (2020). Nature of brand love: examining its variable effect on engagement and well-being. Journal of Brand Management, 27(3), 284–299. https://doi.org/10.1057/s41262-019-00179-1

Kamboj, S., Rana, S., & Drave, V. A. (2020). Factors driving consumer engagement and intentions with gamification of mobile apps. Journal of Electronic Commerce in Organizations, 18(2), 17–35. https://doi.org/10.4018/JECO.2020040102

Kankanamge, N., Yigitcanlar, T., Goonetilleke, A., & Kamruzzaman, M. (2020). How can gamification be incorporated into disaster emergency planning? A systematic review of the literature. International Journal of Disaster Resilience in the Built Environment, 11(4), 481–506. https://doi.org/10.1108/IJDRBE-08-2019-0054

Kim, L., Chouykaew, T., Pongsakornrungsilp, S., Jindabot, T., & Lee, S. (2023). How to promote repurchase intention toward Covid-19 antigen test kits: Evidence from Thai consumers. Innovative Marketing, 19(1), 186–196. https://doi.org/10.21511/im.19(1).2023.16

Lee, C. H., Chen, C. W., Chen, W. K., & Lin, K. H. (2021). Analyzing the Effect of Social Support and Customer Engagement on Stickiness and Repurchase Intention in Social Commerce: a Trust Transfer Perspective. Journal of Electronic Commerce Research, 22(4), 363–381.

Lin, F., & Ryu, K. (2023). How product design affects repurchase intention, eWOM, and museum visit intention: museum mystery boxes in China. Journal of Travel & Tourism Marketing, 40(5), 434–451. https://doi.org/10.1080/10548408.2023.2258154

Meijani, M., Rousta, A., & Jamshidi, D. (2023). Is brand addiction important to persuade Islamic consumers in order to repurchase luxury products? South Asian Journal of Marketing, 4(2), 93–109. https://doi.org/10.1108/sajm-12-2022-0078

Molinillo, S., Anaya-Sánchez, R., & Liébana-Cabanillas, F. (2020). Analyzing the effect of social support and community factors on customer engagement and its impact on loyalty behaviors toward social commerce websites. Computers in Human Behavior, 108(April 2019), 105980. https://doi.org/10.1016/j.chb.2019.04.004

Noorbehbahani, F., Salehi, F., & Jafar Zadeh, R. (2019). A systematic mapping study on gamification applied to e-marketing. Journal of Research in Interactive Marketing, 13(3), 392–410. https://doi.org/10.1108/JRIM-08-2018-0103

Omran, W. (2021). Customer Engagement in Social Media Brand Community. Research Journal of Humanities and Social Sciences, 2, 157–165. https://doi.org/10.52711/2321-5828.2021.00026

Palusuk, N., Koles, B., & Hasan, R. (2019). ‘ All you need is brand love ’: a critical review and comprehensive conceptual framework for brand love. Journal of Marketing Management, 35(1–2), 97–129. https://doi.org/10.1080/0267257X.2019.1572025

Paruthi, M., Kaur, H., Islam, J. U., Rasool, A., & Thomas, G. (2023). Engaging consumers via online brand communities to achieve brand love and positive recommendations. Spanish Journal of Marketing - ESIC, 27(2), 138–157. https://doi.org/10.1108/SJME-07-2022-0160

Putra, T. W., & Keni, K. (2020). Brand Experience, Perceived Value, Brand Trust Untuk Memprediksi Brand Loyalty: Brand Love Sebagai Variabel Mediasi. Jurnal Muara Ilmu Ekonomi Dan Bisnis, 4(1), 184. https://doi.org/10.24912/jmieb.v4i1.7759

Suetrong, P., Pires, G. D., & Chen, T. (2018). Conceptualising the effect of brand love on consumers’ repurchase intentions for consumer products. Global Business and Economics Review, 20(2), 213–230. https://doi.org/10.1504/GBER.2018.090073

Sugiyono. (2019). Metode Penelitian Pendidikan, Edisi 3. Alfabeta.

Vacas de Carvalho, L., Azar, S. L., & Machado, J. C. (2020). Bridging the gap between brand gender and brand loyalty on social media: exploring the mediating effects. Journal of Marketing Management, 36(11–12), 1125–1152. https://doi.org/10.1080/0267257X.2020.1740293

Wirapraja, A., & Aribowo, H. (2018). Pemanfaatan E-Commerce Sebagai Solusi Inovasi Dalam Menjaga Sustainability Bisnis. Teknika, 7(1), 66–72. https://doi.org/10.34148/teknika.v7i1.86

Yang, Y., Asaad, Y., & Dwivedi, Y. (2017). Examining the impact of gamification on intention of engagement and brand attitude in the marketing context. Computers in Human Behavior, 73, 459–469. https://doi.org/10.1016/j.chb.2017.03.066




DOI: http://dx.doi.org/10.17977/um042v29i1p56-67

Refbacks

  • There are currently no refbacks.


Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

Creative Commons License

Ekonomi Bisnis is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License