The Effect Of Monthly Promotion, Gamification On The Marketplace Repurchase Intention: Mediated Customer Satisfaction
DOI:
https://doi.org/10.21111/ibmj.v8i1.14388Keywords:
Monthly Promotion, Gamification, repurchase Intention, Customer Satisfaction, MarketplaceAbstract
This study aims to determine whether The Effect Of Monthly Promotion, Gamification On The Marketplace Repurchase Intention: Mediated Customer Satisfaction. The research method used is quantitative with purposive sampling technique, involving 130 Shopee user respondents in Indonesia. Data was collected through an online questionnaire and analyzed using SmartPLS4 to test the relationship between variables. The results showed that monthly promotions and gamification had a significant effect on customer satisfaction and repurchase intentions. In addition, customer satisfaction was also shown to have a significant influence on repurchase intentions. However, the mediating role of customer satisfaction in the relationship between monthly promotions and gamification on repurchase intentions is not significant. These findings provide insights for e-commerce players to optimize their marketing strategies by improving customer experience through engaging promotions and interactive gamification elements. Keywords: Monthly Promotion, Gamification, Repurchase Intention, Customer Satisfaction, Marketplace.References
Anggraeni, A. L., Febrilia, I., & Aditya, S. (2023). Faktor-Faktor yang Mempengaruhi Kepuasan Pelanggan dalam Menggunakan Layanan Pesan Antar Makanan di Jakarta. Jurnal Bisnis, Manajemen, Dan Keuangan, 4(1), 198–213. https://doi.org/10.21009/jbmk.0401.15
Aparicio, M., Costa, C. J., & Moises, R. (2021). Gamification and reputation: key determinants of e-commerce usage and repurchase intention. Heliyon, 7(3). https://doi.org/10.1016/j.heliyon.2021.e06383
Ardisa, F. V., Sutanto, J. E., & Sondak, M. R. (2022). the Influence of Digital Marketing, Promotion, and Service Quality on Customer Repurchase Intention At Hub22 Lounge & Bistro Surabaya. International Journal of Economics, Business and Accounting Research (IJEBAR), 6(2), 854. https://doi.org/10.29040/ijebar.v6i2.5332
Athoillah, M. N., & Hidayat, A. (2024). Analysis Of The Role Of Gamification In Influence Shopping Engagement : Shopee E-Commerce Case Study. 03(04), 212–229.
Aulia, D., Rini, E. S., & . F. (2021). The Influence of Gamification, E-Service Quality and E-Trust on Online Purchase Decision with Online Purchase Intention as Intervening Variable at the Marketplace Shopee in Medan City. International Journal of Research and Review, 8(8), 546–558. https://doi.org/10.52403/ijrr.20210874
Carla M. R. Da, Moenardy, K. K. M., & Ximenes, L. X. (2023). The Effect of Product Quality, Price, and Promotion on Satisfaction Customers. Journal of Digitainability, Realism & Mastery (DREAM), 2(12), 352–389. https://doi.org/10.56982/dream.v2i12.184
Chrisnathaniel, H., Hartini, S., & Rahayu, S. P. (2021). Analisis Gamification Shopee.com Sebagai Media Pemasaran Terhadap EWOM, Positive Emotion, & Repurchase Intention (Pada Aplikasi Shopee.com). Jurnal Nusantara Aplikasi Manajemen Bisnis, 6(1), 15–32. https://doi.org/10.29407/nusamba.v6i1.14630
Databoks. (2024). E-Commerce dengan Pengunjung Terbanyak di Indonesia (Januari-Desember 2023). https://databoks.katadata.co.id/teknologi-telekomunikasi/statistik/3c9132bd3836eff/5-e-commerce-dengan-pengunjung-terbanyak-sepanjang-2023
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.
Eka Ratnasari. (2022). Pengaruh Gamification Dan Perceived Enjoyment Terhadap Repurchase Intention Pada Pengguna Aplikasi Mobile Shopee Mahasiswa Feb Unesa. Jurnal Ekonomi, Manajemen Pariwisata Dan Perhotelan, 1(2), 175–184. https://doi.org/10.55606/jempper.v1i2.389
Fonny, A., & Tandijaya, T. N. B. (2022). Pengaruh Brand Attachment Terhadap Repurchase Intention Dengan Brand Commitment Sebagai Variabel Intervening Pada Customer Crunchaus Salads. Jurnal Manajemen Pemasaran, 16(1), 37–48. https://doi.org/10.9744/pemasaran.16.1.37-48
Icek Ajzen. (1991). The Theory of Planned Behavior. Organizational Behavior And Human Decision Processes 50, 179-211. https://doi.org/10.47985/dcidj.475
Irawan, S., & Albari, A. (2023). The Effect of Promotions, Discounts and Service Quality In Repurchasing Interest In Grabfood Application. Devotion : Journal of Research and Community Service, 4(2), 515–524. https://doi.org/10.36418/devotion.v4i2.404
Jacky, & Syaifullah. (2019). Pengaruh Kualitas Produk Dan Kualitas Pelayanan Terhadap Kepuasan Konsumen Pada Pt Focus Digisellindo Utama. Jurnal Ilmiah Manajemen, Volume 3 n, 1–8.
Jannah, D. Q., Putra, Y. P., & Gustiawan, W. D. (2024). Service Quality and Promotion on The Customer Satisfaction CAFÉ AWOR. JEM17: Jurnal Ekonomi Manajemen, 9(1), 111–124. https://doi.org/10.30996/jem17.v9i1.10946
Jeremiah, A., & Tarigan, A. (2023). The influence of promotion, gamification, and user-friendliness on customer loyalty in the Shopee application. Jurnal Disgismantech, 3(1), 48–65. http://dx.doi.org/10.30813/digismantech.v3i1.5216
Joseph F. Hair Jr., W. C. B., & Barry J. Babin, R. E. A. (2019). Multivariate Data Analysis (Eight Edition). In Gedrag & Organisatie (Vol. 19, Issue 3). https://doi.org/10.5117/2006.019.003.007
Marsha, D. (2021). Dampak Mediasi Kepuasan Pelanggan Pada Pengaruh Promosi Dan Kualitas Layanan Elektronik Terhadap Minat Beli Ulang Makanan Melalui Jasa Gojek Di Kota Malang. Journal JIMMU, 6(2), 51–65.
Maschudah, A., Ilham, R., & Murdiawati, D. (2023). Winning Hearts and Wallets: Investigating of Gamification and Reputation on Repurchases Intention on E-Commerce Platforms in Indonesia. International Journal of Research and Review, 10(4), 255–272. https://doi.org/10.52403/ijrr.20230433
Matthew, D., Hellianto, G. R., Putra, N. S., & Sundjaja, A. M. (2021). The Effect of Monthly Promotion, Gamification, User Interface Usability Attractiveness on the Marketplace Repurchase Intention. Proceedings - 3rd International Conference on Informatics, Multimedia, Cyber, and Information System, ICIMCIS 2021, 193–199. https://doi.org/10.1109/ICIMCIS53775.2021.9699114
Maulana, A., & Mulyana, M. (2020). Analisis Pengaruh Public Relation dan Sales Promotion Terhadap Minat Beli Pada Produk Starbucks di Kota Bogor. Jurnal Ilmiah Manajemen Kesatuan, 8(2), 47–64. https://doi.org/10.37641/jimkes.v8i2.327
Nida Nur Anbiya, & Aning Sofyan. (2022). Hubungan Antara Promosi Penjualan dengan Minat Beli Konsumen. Jurnal Riset Manajemen Komunikasi, 1(2), 130–137. https://doi.org/10.29313/jrmk.v1i2.555
Oktavanny, A. Y., & Sulistiadi, W. (2022). The Determinant Factors of Customer Satisfaction: Promotion, Service Quality and Brand Image. IJEBD (International Journal of Entrepreneurship and Business Development), 5(2), 312–322. https://doi.org/10.29138/ijebd.v5i2.1760
Pangestika, R. A., Farida, N., & Prabawani, B. (2022). Pengaruh Website Quality dan E-WOM terhadap E-Repurchase Intention melalui E-Trust (Studi Kasus pada Konsumen Akhir Tokopedia di Kota Wonosobo). Jurnal Ilmu Administrasi Bisnis, 11(2), 161–169. https://doi.org/10.14710/jiab.2022.34249
Perdagangan, P. K. (2024). Perdagangan Digital ( E-Commerce ) Indonesia Periode 2023. 1–8.
Polat, E. (2023). Gamification implementation for educational purposes: a scoping review (2013-2018). Educational Technology Quarterly, 2023(3), 367–400. https://doi.org/10.55056/etq.589
Prasetyo, E. B., Oetomo, H., Liestyana, Y., Sukarno, A., & Sutanto, H. (2023). Analysis of e-Service Quality, e-Trust, Promotion, e-Customer Satisfaction, and e-Customer Loyalty of Flip Application Customers in the Special Region of Yogyakarta. Journal of International Conference Proceedings, 6(6), 1–15. https://doi.org/10.32535/jicp.v6i6.2642
Prasilowati, S. L., Suyanto, S., Safitri, J., & Wardani, M. K. (2021). The Impact of Service Quality on Customer Satisfaction: The Role of Price. Journal of Asian Finance, Economics and Business, 8(1), 451–455. https://doi.org/10.13106/jafeb.2021.vol8.no1.451
Prastiwi, S. K., Rohimat, A. M., & Aisyiah, H. N. (2022). Consumer Reviews, Ratings, and Gamification on Muslim Millennials’ Online Purchasing Decisions. Shirkah: Journal of Economics and Business, 7(3), 267–285. https://doi.org/10.22515/shirkah.v7i3.467
Putri, M., & Mayasari, M. (2022). Pengaruh Gamifikasi Terhadap Niat Membeli Kembali Pada E-Commerce Shopee. JURNAL AKUNTANSI, EKONOMI Dan MANAJEMEN BISNIS, 10(2), 90–99. https://doi.org/10.30871/jaemb.v10i2.4686
Rizano, S. A., & Salehudin, I. (2023). Does Gamifying in the Marketplace Help in Building Consumer Engagement and Intention to Buy Online? Journal of Marketing Innovation (JMI), 3(2), 94–109. https://doi.org/10.35313/jmi.v3i2.95
Santy, R. D., & Iffan, M. (2023). The Effect of Artificial Intelligence and Gamification on Online Purchase Intention Mediated by Customer Experience: Study on Indonesian Marketplace Users. Mix: Jurnal Ilmiah Manajemen, 13(1), 227. https://doi.org/10.22441/jurnal_mix.2023.v13i1.015
Sarapung, S. A., & Ponirin, P. (2020). Pengaruh Service Quality Terhadap Repurchase Intention Melalui Customer Satisfaction Pada Skin Origin Kota Palu. Jurnal Ilmu Manajemen Universitas Tadulako (JIMUT), 6(2), 177–185. https://doi.org/10.22487/jimut.v6i2.197
Shopee. (2024). Shopee Games di Shopee Marketing Solutions. https://seller.shopee.co.id/edu/article/16332
Sukaeri, F. A. M., Santoso, B., & Buchdadi, A. D. (2023). The Effect of Product Quality and Service Quality on Repurchase Intention with Customer Satisfaction as a Mediation Variables (Case Study on CV. Prima Anugerah Sejati). Journal of Business and Behavioural Entrepreneurship, 7(1), 33–44. https://doi.org/10.21009/jobbe.007.1.03
Sundjaja, A. M., Savina, G., Yuli, Y., & Hardianto, T. (2022). The Moderating Effect of Gamification on Loyalty Program Usage in Indonesian E-Commerce. Binus Business Review, 13(1), 19–29. https://doi.org/10.21512/bbr.v13i1.6801
Sutisna, F., & Handra, T. (2022). Theory of Planned Behavior Influences Online Shopping Behavior. APTISI Transactions on Management (ATM), 6(1), 52–61. https://doi.org/10.33050/atm.v6i1.1691
Taruli, A. E., Chan, A., & Tresna, P. W. (2021). The Effect Of Gamification “Shopee Tanam†Version On The Customer Engagement Of Shopee Indonesia Mobile Application (Survey Of Shopee In App Games Users’s In Bandung City). AdBispreneur, 5(3), 283. https://doi.org/10.24198/adbispreneur.v5i3.30265
Torres, P., Augusto, M., & Neves, C. (2022). Value dimensions of gamification and their influence on brand loyalty and word-of-mouth: Relationships and combinations with satisfaction and brand love. Psychology and Marketing, 39(1), 59–75. https://doi.org/10.1002/mar.21573
Willy Arya Nugraha, Theresia Gunawan, I. (2024). Pengaruh gamifikasi loyalitas program redclub terhadap loyalitas melalui kepuasan pelanggan di aplikasi reddoorz. 2022(Sinta 4), 219–227.
Wondiwoy, W. G., & Yansen, E. (2023). Understanding Customer Purchase Style Effect On Customer Satisfaction And Purchase Intention Toward Plant-Based Burgers. Al Qalam: Jurnal Ilmiah Keagamaan Dan Kemasyarakatan, 16(6), 2475. https://doi.org/10.35931/aq.v16i6.1741
Xi, N., & Hamari, J. (2019). The relationship between gamification, brand engagement and brand equity. Proceedings of the Annual Hawaii International Conference on System Sciences, 2019-Janua, 812–821. https://doi.org/10.24251/hicss.2019.099
Yani, A. S., & Maisarah, I. (2023). The Effect of Discounts and Sales Promotion on Shopee Users Repurchase Intention with Customer Satisfaction as a Moderating Variable. IJHCM (International Journal of Human Capital Management), 7(1), 65–73. https://doi.org/10.21009/ijhcm.07.01.5
Zandi, A., & Sekhavat, Y. A. (2024). Gamification in Retail: Enhancing Grocery Customer Experience with Location-Based Strategies. International Journal of Serious Games, 11(2), 43–63. https://doi.org/10.17083/ijsg.v11i2.721
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 IBMJ

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





