Development of a Reuse Intention Model Based on the E-Commerce System Success Model
DOI:
https://doi.org/10.29407/nusamba.v11i1.26994Keywords:
Marketplaces, satisfaction, reuse intentionAbstract
Research aim : To develop a model of Tokopedia reuse intention based on information quality, system quality, service quality, interactivity, entertainment, promotion perception, and user satisfaction, on Generation Z in Bali Province
Design/Methods/Approach : The analysis method used is Structural Equation Modeling (SEM) through the use of Partial Least Squares (PLS-SEM)
Research Finding : The results of the study show that satisfaction is able to mediate the influence of information quality, system quality, promotion perception, and entertainment on reuse intentions, but is unable to mediate the influence of service quality and interactivity on reuse intentions of Tokopedia for fashion products among Generation Z in Bali Province.
Theoretical contribution/Originality : The theoretical implication of the results of this study is that it is able to validate the E-Commerce System Success (ESS) model from Wang et al. (2019). Originality of these research especially for interactivity has not been able to show results that have a significant relationship while the entertainment variable shows a positive and significant relationship to the intention to use Tokopedia
Practitioner/Policy implication : The study's managerial ramifications include the need for Tokopedia E-Commerce developers and producers/sellers' management to focus on the factors of information quality, system quality, promotional perception, entertainment, and user satisfaction in order to boost users' intentions to use Tokopedia again.
Research limitation : In light of the findings of this study, it is hoped that future researchers will carry out additional research by reexamining additional factors that affect the intention to reuse, applying alternative model theories, and broadening the sample size in order to support and generalize the findings of this study
Novelty: This study uses new variables in the form of interactivity and entertainment based on the development of E-Commerce System Success using the Uses and Gratifications (U&G) theory approach
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