Analysis of the Influence of. Ewom Gamification and Augmented Reality on Consumer. Loyalty on the Bukalapak Application in Indonesia

Dublin Core

Title

Analysis of the Influence of. Ewom Gamification and Augmented Reality on Consumer. Loyalty on the Bukalapak Application in Indonesia

Creator

Gusti Putu Sutama, Mujahid Dakwah

Proceedings Item Type Metadata

meta_title

Analysis of the Influence of. Ewom Gamification and Augmented Reality on Consumer. Loyalty on the Bukalapak Application in Indonesia

Abstract/Description

This research investigates how electronic word of mouth (E-WOM), gamification elements, and augmented reality features impact user loyalty within the Bukalapak application in Indonesia. A total of 115 individuals participated in this study, selected through purposive sampling techniq under non probabiliti sampling method. Data analysis was conducted multiple linear regression, all statistical procedures performed SPSS Statistics version 30. The validity of all research indicators was confirmed through statistical testing. Furthermore, the classical assumption tests indicated that the dataset followed a normal distribution and showed no signs of multicollinearity. Ultimately, the analysis demonstrated that each of the three independent variables E-WOM, gamification, and augmented reality exerts a positive effect on consumer loyalty.

publication_date

2025/06/15

pdf_url

https://insyma.org/proceedings/files/articles/Gusti Putu Sutama Muh Mujahid DakwahSEMM _ REVISED.pdf

abstract_html_url

https://insyma.org/proceedings/items/show/329

keywords

Consumer Loyalty, E-Wom, Gamification, Augmented Reality

firstpage

105

lastpage

110

issn

3047-857X

conference

Proceedings of the International Symposium on Management (INSYMA)

Volume

22

publisher_name

Fakultas Bisnis dan Ekonomika, Universitas Surabaya

Author #1

Gusti Putu Sutama

Author #2

Mujahid Dakwah

no article

18

authors

Gusti Putu Sutama, Mujahid Dakwah

Files

Gusti Putu Sutama Muh Mujahid DakwahSEMM _ REVISED.pdf

Citation

Gusti Putu Sutama, Mujahid Dakwah, “Analysis of the Influence of. Ewom Gamification and Augmented Reality on Consumer. Loyalty on the Bukalapak Application in Indonesia,” Proceedings of the International Symposium on Management (INSYMA), accessed July 1, 2025, https://insyma.org/proceedings/items/show/329.

Output Formats