Charissa, Nadia (2026) Pengaruh Gamification, Perceived Ease of Use, dan Trust terhadap Repurchase Intention pada Platform E-Commerce Shopee di Surabaya. Undergraduate thesis, Universitas Muhammadiyah Surabaya.
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Abstract
Fenomena meningkatnya tren pembelian secara online yang terjadi dikalangan masyarakat, khususnya generasi Z, mendorong munculnya berbagai platform e-commerce yang memicu persaingan yang sangat ketat dalam membangun repurchase intention pada konsumen. Hal ini penting karena mempertahankan pelanggan dinilai lebih efektif dibandingkan terus mencari pelanggan baru. Salah satu platform e-commerce terkemuka adalah Shopee. Penelitian ini bertujuan untuk menganalisis pengaruh variabel gamification (X1), perceived ease of use (X2), dan trust (X3) terhadap repurchase intention (Y) pada platform e-commerce Shopee di Surabaya.
Penelitian ini menggunakan pendekatan kuantitatif. Populasi dalam penelitian ini merupakan generasi Z yang berdomosili di Surabaya dan sudah melakukan transaksi pembelian di Shopee dengan sampel sebanyak 100 responden. Pengumpulkan datanya dilakukan secara online yaitu menyebar kuesioner. Teknik pengambilan sampel menggunakan non-probability sampling. Analisis data dilakukan menggunakan SPSS versi 25 dengan metode analisis regresi linier berganda.
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The increasing trend of online purchasing among the public, particularly Generation Z, has led to the emergence of various e-commerce platforms, triggering intense competition in building consumer repurchase intention. This is crucial because retaining customers is considered more effective than continually seeking new ones. One of the leading e-commerce platforms is Shopee. This study aims to analyze the influence of gamification (X1), perceived ease of use (X2), and trust (X3) on repurchase intention (Y) on the Shopee e-commerce platform in Surabaya. This study used a quantitative approach.
This study employed a quantitative approach. The population comprised Generation Z individuals residing in Surabaya and having made purchases on Shopee, with a sample size of 100 respondents. Data collection was conducted online through questionnaires. The sampling technique used was non-probability sampling. Data analysis was performed using SPSS version 25 with multiple linear regression analysis.
| Item Type: | Thesis (Undergraduate) |
|---|---|
| Uncontrolled Keywords: | Gamifikasi, Kemudahan Penggunaan yang Dirasakan, Kepercayaan, Niat Pembelian Kembali, E-Commerce, Generasi Z., Gamification, Perceived Ease of Use, Trust, Repurchase Intention, E-Commerce, Generation Z |
| Subjects: | H Social Sciences > HD Industries. Land use. Labor > HD28 Management. Industrial Management H Social Sciences > HF Commerce T Technology > T Technology (General) |
| Divisions: | 02. Fakultas Ekonomi dan Bisnis > Manajemen |
| Depositing User: | NADIA CHARISSA |
| Date Deposited: | 13 Oct 2026 06:15 |
| Last Modified: | 13 Oct 2026 06:15 |
| URI: | https://repository.um-surabaya.ac.id/id/eprint/15019 |
