TY - GEN
T1 - The Antecedents of Customers' Intention to Use E-Marketplace Application in Indonesia
T2 - 6th International Conference on Management in Emerging Markets, ICMEM 2021
AU - Gusti Ayu Mirah Andi Saraswati, I.
AU - Aruan, Daniel Tumpal Hamonangan
N1 - Publisher Copyright:
© 2021 IEEE.
PY - 2021
Y1 - 2021
N2 - 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.
AB - 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.
KW - e-Marketplace
KW - gamification
KW - intention to use
KW - personal innovativeness in IT
KW - UTAUT2
UR - http://www.scopus.com/inward/record.url?scp=85138384540&partnerID=8YFLogxK
U2 - 10.1109/ICMEM53145.2021.9869384
DO - 10.1109/ICMEM53145.2021.9869384
M3 - Conference contribution
AN - SCOPUS:85138384540
T3 - ICMEM 2021 - 2021 6th International Conference on Management in Emerging Markets: Nurturing New Business Landscapes to Embrace the Next to Normal, Proceeding
BT - ICMEM 2021 - 2021 6th International Conference on Management in Emerging Markets
PB - Institute of Electrical and Electronics Engineers Inc.
Y2 - 11 August 2021 through 13 August 2021
ER -