Universitas Syiah Kuala | ELECTRONIC THESES AND DISSERTATION

Electronic Theses and Dissertation

Universitas Syiah Kuala

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MUHAMMAD YUFARANDY ALZA, PENGARUH GAMIFICATION TERHADAP CONTINUOUS USE INTENTION YANG DIMEDIASI OLEH USER EXPERIENCE DAN USER ENGAGEMENT PADA PENGGUNA E-WALLET DI KOTA BANDA ACEH. Banda Aceh Fakultas Ekonomi dan Bisnis,2026

Abstrak penelitian ini bertujuan untuk menganalisis pengaruh gamification terhadap continuous use intention yang dimediasi oleh user experience dan user engagement pada pengguna e-wallet di kota banda aceh. penelitian ini menggunakan pendekatan kuantitatif dengan metode asosiatif kausal dan teknik analisis structural equation modeling (sem) berbasis partial least squares (pls). data dikumpulkan melalui penyebaran kuesioner kepada 200 responden yang dipilih menggunakan teknik non-probability sampling. hasil penelitian menunjukkan bahwa gamification berpengaruh positif dan signifikan terhadap continuous use intention, user experience, dan user engagement. selain itu, user experience dan user engagement juga berpengaruh positif dan signifikan terhadap continuous use intention, serta keduanya terbukti memediasi secara parsial pengaruh gamification terhadap continuous use intention. temuan ini menegaskan bahwa penerapan elemen gamification perlu diimbangi dengan peningkatan pengalaman dan keterlibatan pengguna agar mampu mendorong niat penggunaan e-wallet secara berkelanjutan. kata kunci: gamification, continuous use intention, user experience, user engagement



Abstract

ABSTRACT This study aims to analyze the effect of gamification on continuous use intention, mediated by user experience and user engagement among e-wallet users in Banda Aceh City. This study employed a quantitative approach with the causal associative method and Structural Equation Modeling (SEM) analysis technique based on Partial Least Squares (PLS). Data were collected through questionnaires distributed to 200 respondents selected using a non-probability sampling technique. The results showed that gamification had a positive and significant effect on continuous use intention, user experience, and user engagement. Furthermore, user experience and user engagement also had a positive and significant effect on continuous use intention, and both were shown to partially mediate the effect of gamification on continuous use intention. These findings confirm that the implementation of gamification elements needs to be balanced with improvements in user experience and engagement to encourage continued e-wallet usage intentions. Keywords: Gamification, continuous use intention, user experience, user engagement



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