DETAIL KOLEKSI

Pengaruh gamification terhadap customer experience yang dimediasi oleh customer brand engagement pada konsumen online shopping

5.0


Oleh : Dimo Prima Anugerah

Info Katalog

Nomor Panggil : 022001801150

Penerbit : FEB - Usakti

Kota Terbit : Jakarta

Tahun Terbit : 2023

Pembimbing 1 : Sri Vandayuli Riorini

Subyek : Consumer behaviour;Marketing management

Kata Kunci : gamification, customer brand engagement and customer experience.

Status Posting : Published

Status : Lengkap


File Repositori
No. Nama File Hal. Link
1. 2023_TA_SMJ_022001801150_Halaman-Judul.pdf
2. 2023_TA_SMJ_022001801150_Lembar-Pengesahan.pdf
3. 2023_TA_SMJ_022001801150_Bab-1-Pendahuluan.pdf 6
4. 2023_TA_SMJ_022001801150_Bab-2-Tinjauan-Pustaka.pdf 10
5. 2023_TA_SMJ_022001801150_Bab-3-Metode-Penelitian.pdf 15
6. 2023_TA_SMJ_022001801150_Bab-4-Analisis-dan-Pembahasan.pdf 10
7. 2023_TA_SMJ_022001801150_Bab-5-Kesimpulan.pdf
8. 2023_TA_SMJ_022001801150_Daftar-Pustaka.pdf
9. 2023_TA_SMJ_022001801150_Lampiran.pdf

P Penelitian ini berjudul “Pengaruh Gamification Terhadap Customer Experience yang Dimediasi oleh Customer Brand Engagement pada Konsumen Online Shopping”. Data yang digunakan dalam penelitan ini adalah konsumen. Jumlah data yang diambil pada penelitian ini terdapat 250 sampel. Variabel independen dalam penelitian ini adalah Gamification Dan Customer Brand Engagement. Variabel dependennya adalah Customer Experience. Dari hasil penelitian ini bahwa terdapat pengaruh positif Gamification terhadap Customer Experience, terdapat pengaruh positif Gamification terhadap Customer Brand Engagement, terdapat pengaruh positif Customer Brand Engagement terhadap Customer Experience dan terdapat pengaruh positif Gamification terhadap Customer Experience yang dimediasi oleh Customer Brand Engagement.

T This research is entitled "The Influence of Gamification on Customer Experience Mediated by Customer Brand Engagement on Online Shopping Consumers". The data used in this research are consumers. The amount of data taken in this study there were 250 samples. The independent variables in this study are Gamification and Customer Brand Engagement. The dependent variable is Customer Experience. From the results of this study that there is a positive effect of Gamification on Customer Experience, there is a positive effect of Gamification on Customer Brand Engagement, there is a positive influence of Customer Brand Engagement on Customer Experience and there is a positive influence of Gamification on Customer Experience mediated by Customer Brand Engagement.

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