Pengaruh E-Servicescape Dan Gamifikasi Terhadap Loyalitas Pelanggan Tokopedia (Studi Pada Pelanggan Tokopedia di Kota Surabaya)

Aprilia, Rias Winanda Putri Kusnul (2023) Pengaruh E-Servicescape Dan Gamifikasi Terhadap Loyalitas Pelanggan Tokopedia (Studi Pada Pelanggan Tokopedia di Kota Surabaya). Undergraduate thesis, UPN Veteran Jawa Timur.

[img]
Preview
Text (Cover)
COVER.pdf

Download (1MB) | Preview
[img]
Preview
Text (Bab I)
BAB I.pdf

Download (565kB) | Preview
[img] Text (Bab II)
BAB II.pdf
Restricted to Registered users only until 23 October 2025.

Download (636kB)
[img] Text (Bab III)
BAB III.pdf
Restricted to Registered users only until 23 October 2025.

Download (523kB)
[img] Text (Bab IV)
BAB IV.pdf
Restricted to Registered users only until 23 October 2025.

Download (534kB)
[img]
Preview
Text (Bab V)
BAB V.pdf

Download (33kB) | Preview
[img]
Preview
Text (Daftar Pustaka)
Daftar Pustaka.pdf

Download (174kB) | Preview
[img] Text (Lampiran)
Lampiran.pdf
Restricted to Registered users only until 23 October 2025.

Download (623kB)

Abstract

The development of increasingly sophisticated technology and information as well as the increasing number of internet users and electronic devices in Indonesia have made the development of e-commerce increasingly rapid. So competition among e-commerce players is getting tighter. Therefore, e-commerce companies are competing to create innovations and implement marketing strategies, one of which is e-servicescape and gamification to achieve customer loyalty. Thus, customer loyalty is an important factor for companies. Based on this idea, this research aims to determine the influence of e-servicescape and gamification on Tokopedia customer loyalty in the city of Surabaya. This research uses quantitative research methods with a sample size of 100 respondents who have met the sample criteria. The population in this research is customers on the Tokopedia application in the city of Surabaya. The sampling technique uses a non-probability sampling technique with a purposive sampling method. The data analysis technique uses SMART PLS software. The research results can be concluded that e-servicescape has a positive effect on customer loyalty and gamification has a positive effect on customer loyalty. Other findings show that Tokopedia has layout and functionality as the best e-servicescape aspects, entertainment as the best gamification aspect.

Item Type: Thesis (Undergraduate)
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorPurwanto, SugengNIDN0008016806sugengpurwanto.mnj@upnjatim.ac.id
Subjects: H Social Sciences > HB Economic Theory
H Social Sciences > HC Economics
H Social Sciences > HF Commerce
H Social Sciences > HF Commerce > HF5410 Marketing. Distribution of Products
Divisions: Faculty of Economic > Departement of Management
Depositing User: Rias Winanda
Date Deposited: 23 Oct 2023 03:54
Last Modified: 23 Oct 2023 03:54
URI: http://repository.upnjatim.ac.id/id/eprint/18459

Actions (login required)

View Item View Item