The Antecedents of Customers' Intention to Use E-Marketplace Application in Indonesia: The Moderating Role of Gamification

I. Gusti Ayu Mirah Andi Saraswati, Daniel Tumpal Hamonangan Aruan

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

The rapid growth of technology such as e-Marketplace has gained high importance among the business players and customers in Indonesia. Moreover, customers' expectation of seamless shopping experiences creates huge opportunities for business players to control the digital market. The purpose of this study is to examine the key factors influencing Indonesia customers' acceptance of e-Marketplace. The study applies the extended UTAUT2, and further extended by adding gamification as a moderating variable between intention to use and intention to recommend eMarketplace. The data was collected through online surveys from 500 Indonesia e-Marketplace customers'. The model was tested using structural equation modelling (SEM). The result shows that intention to use e-Marketplace is significantly influenced by performance expectancy, facilitating conditions, social influence, price value, habit, and personal innovativeness in IT. Furthermore, the result also revealed that the interaction on gamification between intention to use and intention to recommend will be stronger when gamification is higher.

Original languageEnglish
Title of host publicationICMEM 2021 - 2021 6th International Conference on Management in Emerging Markets
Subtitle of host publicationNurturing New Business Landscapes to Embrace the Next to Normal, Proceeding
PublisherInstitute of Electrical and Electronics Engineers Inc.
ISBN (Electronic)9781665440264
DOIs
Publication statusPublished - 2021
Event6th International Conference on Management in Emerging Markets, ICMEM 2021 - Virtual, Online, Indonesia
Duration: 11 Aug 202113 Aug 2021

Publication series

NameICMEM 2021 - 2021 6th International Conference on Management in Emerging Markets: Nurturing New Business Landscapes to Embrace the Next to Normal, Proceeding

Conference

Conference6th International Conference on Management in Emerging Markets, ICMEM 2021
Country/TerritoryIndonesia
CityVirtual, Online
Period11/08/2113/08/21

Keywords

  • e-Marketplace
  • gamification
  • intention to use
  • personal innovativeness in IT
  • UTAUT2

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