Artikel Ilmiah : C1H021028 a.n. MUHAMMAD BAHA'UDDIN RASYID

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NIMC1H021028
NamamhsMUHAMMAD BAHA'UDDIN RASYID
Judul ArtikelEXPLORING THE IMPACT OF LIVE STREAMING
STRATEGIES AND GAMIFICATION ON IMPULSE BUYING:
THE MEDIATING ROLE OF PERCEIVED ENJOYMENT
(STUDY OF CUSTOMER FASHION ON TIKTOK LIVE)
Abstrak (Bhs. Indonesia)Penelitian ini bertujuan untuk mengkaji pengaruh strategi live streaming dan
gamifikasi terhadap impulse buying dengan peran mediasi dari perceived enjoyment
pada pelanggan fashion di TikTok Live. Dengan menggunakan pendekatan teori
Stimulus-Organism-Response (S-O-R), penelitian ini mengidentifikasi bagaimana live
streaming dan gamifikasi dapat meningkatkan keterlibatan konsumen, yang pada
akhirnya mendorong perasaan enjoyment dan perilaku pembelian impulsif. Data
dikumpulkan melalui survei terhadap 187 responden yang aktif mengikuti siaran
langsung di TikTok Live. Analisis dilakukan menggunakan metode Partial Least
Squares-Structural Equation Modeling (PLS-SEM). Hasil penelitian menunjukkan
bahwa strategi live streaming tidak memiliki pengaruh signifikan terhadap impulse
buying, sementara gamifikasi berpengaruh positif terhadap impulse buying. Selain itu,
perceived enjoyment memiliki dampak positif terhadap impulse buying dan terbukti
menjadi mediator yang signifikan dalam hubungan antara strategi live streaming dan
gamifikasi terhadap impulse buying. Temuan ini menunjukkan bahwa kesenangan
yang dirasakan selama sesi live streaming atau melalui elemen gamifikasi dapat
meningkatkan kemungkinan impulse buying. Implikasi penelitian ini memberikan
wawasan bagi pemasar digital dalam merancang strategi pemasaran berbasis live
streaming dan gamifikasi untuk meningkatkan pengalaman belanja yang lebih menarik
dan mendorong perilaku konsumtif secara tidak terencana.
Abtrak (Bhs. Inggris)This study aims to examine the effect of live streaming and gamification strategies on
impulse buying with the mediating role of perceived enjoyment in fashion customers
on TikTok Live. Using the Stimulus-Organism-Response (S-O-R) theory approach,
this study identifies how live streaming and gamification can increase consumer
engagement, which in turn drives feelings of enjoyment and impulse buying behavior.
Data was collected through a survey of 187 respondents who actively follow live
broadcasts on TikTok Live. Analysis was conducted using the Partial Least Squares-
Structural Equation Modeling (PLS-SEM) method. The results showed that the live
streaming strategy has no significant effect on impulse buying, while gamification has
a positive effect on impulse buying. In addition, perceived enjoyment has a positive
impact on impulse buying and proves to be a significant mediator in the relationship
between live streaming strategy and gamification on impulse buying. These findings
suggest that perceived enjoyment during live streaming sessions or through
gamification elements can increase the likelihood of impulse buying. The implications
of this research provide insights for digital marketers in designing live streaming and
gamification-based marketing strategies to enhance more engaging shopping
experiences and encourage unplanned consumer behavior.
Kata kunciLive Streaming, Gamification, Perceived Enjoyment, Impulse Buying, TikTok Live.
Pembimbing 1Dr. Weni Novandari, S.E, M.M.
Pembimbing 2Monica Rosiana, S.E, M.Si.
Pembimbing 3
Tahun2025
Jumlah Halaman132
Tgl. Entri2025-02-27 11:13:22.171202
Cetak Bukti Unggah
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