Bagaimana Gamification Marketing Mendorong Impulse Buying
Peran Mediasi Fear of Missing Out pada Pengguna Shopee Generasi Z
DOI:
https://doi.org/10.9744/pemasaran.20.2.%25pKeywords:
gamification marketing, Fear of Missing Out (FOMO), impulse buying, Shopee, Erigo, generasi ZAbstract
Perkembangan pemasaran digital mendorong perusahaan e-commerce menghadirkan pengalaman belanja yang lebih interaktif melalui penerapan Gamification Marketing. Penelitian ini bertujuan menganalisis pengaruh Gamification Marketing terhadap Impulse Buying dengan Fear of Missing Out (FOMO) sebagai variabel mediasi pada mahasiswa Generasi Z Universitas Negeri Malang pengguna Shopee dalam pembelian produk fashion merek Erigo. Penelitian ini menggunakan metode kuantitatif dengan pendekatan Partial Least Squares-Structural Equation Modeling (PLS-SEM) terhadap 400 responden yang dipilih melalui teknik purposive sampling. Hasil penelitian menunjukkan bahwa Gamification Marketing berpengaruh positif dan signifikan terhadap Impulse Buying dan FOMO. FOMO juga berpengaruh positif dan signifikan terhadap Impulse Buying serta berperan sebagai mediator parsial dalam hubungan antara Gamification Marketing dan Impulse Buying. Temuan ini menunjukkan bahwa hubungan antara pemasaran berbasis gamifikasi dan pembelian impulsif berlangsung secara langsung maupun tidak langsung melalui FOMO. Dari perspektif etika pemasaran, temuan ini menekankan pentingnya penerapan strategi gamifikasi yang transparan dan bertanggung jawab agar tidak mendorong tekanan psikologis berlebihan maupun keputusan pembelian tanpa pertimbangan yang memadai. Dengan demikian, efektivitas pemasaran digital perlu dipertimbangkan bersama tanggung jawab perusahaan dalam menjaga kebebasan konsumen mengambil keputusan pembelian.
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