Hype VS Smart, Which One is Our Online Customers? Examining the
Role of Gamification, Products Assortment, e-WOM and Lifestyle of
Indonesian E-Commerce Apps. Customers
Cooky Tri Adhikara
1
, Aini Farmania
1
, Anditya Perwiratama
1
, Lorensius Adinegoro
1
and Luthfi
Maulana
1
1
Management Department, BINUS Business School Undergraduate Program, Bina Nusantara University, Jakarta,
Keywords:
e-WOM, Gamification, Lifestyle, Product Assortment, Purchase intention, Indonesia, hype, e-commerce
Abstract:
The interest of using e-Commerce in Indonesia especially among students activites has increases rapidly and
shifted, not only for online transactions but its already becomes a lifestyle. Several studies shows the important
role of Lifestyle as an intervening (moderation) variable. This study aims to determine various factors such as
gamification, e-WOM, and product assortment affect purchase intention. The role of lifestyle as moderation
were put between gamification and purchase intention. This study use quantitative method, the type of data
used is primary data obtained directly from the first source and calculated using SmartPLS version 3.0 soft-
ware. The analysis Unit is active students in all strata using e-Commerce actively, with an average age between
18-35 years. The results show e-WOM has a positive and significant influence to purchase intention. As for
gamification and product assortment to purchase intention both have not significant results; and lifestyle as a
moderation between gamification and purchase intention, have negative result.
1 INTRODUCTION
It is undeniable that in this era the relationship be-
tween our lives and the use of internet has become
inseparable due to the facts that the Internet has be-
come a part of our daily life. The internet has brought
upon us many benefits such as the ability to access
information freely and without being constrained by
time. As a result, society has become conditioned to
expect speed and mobility in everything. The com-
plete opposite of what Indonesian society was in the
90’s where the concept of togetherness and Gotong
royong was the main philosophy. That philosophy has
corroded with the arrival of the internet which gives
Indonesian people the capability of doing something
without someone else’s help but a smartphone, that
include buying without ever visiting a real store.
The consumer’s lifestyle is a way to reflect
their inner needs by engaging in certain behaviours.
Lifestyle is also part of the values that the person
has and can be seen from one’s everyday behaviour.
Consumers that have different lifestyles will surely
feel difference in value even if the product is same.
It can be said that everyone’s lifestyle is different
even if they use the same products by fitting their
behaviour based on what they are doing. In inter-
net, there are six lifestyle elements effect to online
shopping behaviour attitudes, opinions, interests of
customers; E-offers, E-distrust, E-logistics, Eenjoy-
ment, E-self-efficacy concern along with beliefs like
E-negative beliefs (Pandey and Chawla, 2014). In de-
veloping successful brand apps and reach the bene-
fits from the customers, firstly companies should an-
alyze the smartphone user’s needs and lifestyles to
develop apps that consumers can use conveniently in
their daily lives (Lee, 2019).
Based on the research done by katadata.co.id, In-
donesian digital consumers predicted to reach 31.6
million buyers in 2018 and will increase to 43.9 mil-
lion by 2022. In Indonesai, E-Commerce sales in is
expected to reach US$8.59 billion or roughly 117.7
trillion Indonesian rupiah for year 2018. That number
was based on the data that was made by Statista and
it is expected to US$ 16.5 billion by 2022 which is
almost twofold of 2018. The total number of online
buyers in 2018 is expected to jump from 11.8% to
15.7% from the Indonesia population and its approxi-
mately from 31.6 milion online buyers in 2018 to 43,9
milion online buyer in 2022. The largest E-commerce
for retail sales in southeast Asia is based in Indonesia.
Adhikara, C., Farmania, A., Perwiratama, A., Adinegoro, L. and Maulana, L.
Hype VS Smart, Which One is Our Online Customers? Examining the Role of Gamification, Products Assortment, e-WOM and Lifestyle of Indonesian E-Commerce Apps. Customers.
DOI: 10.5220/0009906601230129
In Proceedings of the International Conferences on Information System and Technology (CONRIST 2019), pages 123-129
ISBN: 978-989-758-453-4
Copyright
c
2020 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
123
Based on the projection by Statista digital retail sales
in Indonesia reached US$ 5.29 Billion. That num-
ber is the highest when compared to the E-commerce
sales of neighboring countries in the ASEAN region.
The closest of which is Singapore (US$ 2.13 Billion),
Malaysia (US$ 2.13 Billion), Thailand (US$ 2,89 bil-
lion) and Vietnam (US$ 1.71 Billion). All of which is
still below the numbers projected by Statista.
To ensure the accomplishments of online member-
ship communities can be a challenge. The companies
have to attract the participants to create a dynamic so-
ciety and even more challenging work is to create a
high-quality user experience that keeps your partici-
pants involve and repeat buying (Clark, 2019). In
cyberspace, user experiences involve the senses, emo-
tions, cognition, behavior, and relationships as well as
entertainment and escape (Lee and Jin, 2019).
With the rapid development of the E-commerce
Industry, many new and unique ways of getting new
users and customers to use an application, one of them
is gamification which is a sequence of processes that
makes an activity interesting just like what a game
does, that is with adapting several game concepts such
as points, rewards, missions, quests, etc. Gamifica-
tion usually used in conjunction with other gaming
elements such as points, badges, leaderboards and
achievements, These Shopping experience elements
aimed at increasing the use of their apps; On con-
sumers’ side, in hope to receive various prizes by par-
ticipating in gamification, they also find it a joyable
experience.
Information technology used in products and
brands strategy in Indonesia are at significant growth
and consumers also turn to the internet to find recom-
mendations through comments posted on certain web,
discussion communities and social media. Comments
regarding a product bought by a consumer in the in-
ternet is one of the important points of e-Word-Of-
Mouth communication. With their intention to buy,
consumers find comments about products they want.
Several studies on eWOM communication find the
significant effect on willingness of the online buyer
to spread positive impression and review in their vir-
tual community. Furthermore, the quality of the ser-
vices provided indeed affect the customer satisfaction
positively (Purnasari and Yuliando, 2015)(Yan et al.,
2016). Most consumers in the beginning feel skepti-
cal before buying a product and will not believe the in-
formation that is available in the internet. There is an
invisible circle that shows that there is a relationship
between one consumer to another consumer. With e-
WOM, it is easier for consumers to make decisions
when buying products online.
Cited from Wang, studies from Bettman, Hoyer
and Mehrabian, they conclude that before purchas-
ing the product, the consumers will do process the
information about the product from the information
processing model and stimulusorganism-reposnse (S-
O-R) model. (Wang and Chang, 2013). Purchase
intention is the attitude, forms as a response of pro-
cesses after through several action such as observa-
tion and studying towards a certain object. Both mar-
keters and academic researchers put convidence that
purchase intentions present valuable insights into the
effectiveness of marketing.
2 LITERATURE REVIEW
IT investments put focus on e-business market ori-
entation behaviors thus its enable to develop distinct
capabilities. E-commerce applications have potential
for using IT to develop the potential and contribute in
reaching the main business goals. This IT potential
occurs because e-commerce systems are more likely
to grasp and communicate the information. When the
company better deals with the market, the corporate
IS will more support activities that add value in the
customer perspectives (Borges et al., 2009).
The key propeller of “gamification” is to incen-
tivise customers in the gamification experience envi-
ronment to exhibit behaviours and feel emotions like
gameplay. Cited from Houtari, the term “gamifica-
tion” initially used in a personal blog posted by Brett
Terrill (2008). He explains this word as “taking game
mechanics and applying them to other web proper-
ties to increase engagement”. In the next following
years in 2010, these term more common to use in the
business industry (by Deterding et al. in 2011) and in
the academic (by Hamari et al. in 2014) (Huotari and
Hamari, 2017).
Gamification has been applied for many purpose
such as in education to create blended learning en-
vironment (Landers, 2014) (Can and Dursun, 2019),
new product creation (Leclercq et al., 2017), brand-
ing strategy (Lee, 2019) (Yang et al., 2017) and off
course loyalty program for customers (Hsu and Chen,
2018)(Hwang and Choi, 2020)(Lee and Jin, 2019)
though balancing the right level of gamification and
usefulness is not a simple task, to identify the core
gamification elements and significant relationships is
of the upmost importance to investigate, implement,
and constantly refine gamified systems, business and
services, that reinforce engagement, therefore achiev-
ing greater services, products, or evens user accep-
tance (Baptista and Oliveira, 2019).
In e-commerce, the customer experience is cen-
tered on ease-of-use and convenience. They can op-
CONRIST 2019 - International Conferences on Information System and Technology
124
timize conversion by adding image-based classifica-
tions to extract information from pictures or make
product searches much easier. Retailers use various
assortment strategies to improve the attractiveness of
their assortments. In fact, the internet offers limitless
retail space and makes it possible for retailers to of-
fer all the product assortment to the user (customers)
in the web channel. This has been proven into a big
advantage to consumer welfare. The greater selec-
tion of products online, along with the ease to search
through products on a website, has been disclose to
push ahead the sales of niche and previously hardto-
find products. Greater product selection is among the
top reasons for consumers to engage in ecommerce
(Ma, 2016). The key assortment factors include as-
sortment organization, option differentiation and as-
sortment of size (e.g., variety, option complemen-
tarity, option alignability, and price dispersion), the
nature of the decision task (e.g., accountability and
complexity); preference uncertainty (e.g., availabil-
ity of an ideal option), option attractiveness; whilst
the key consumer factors include expertise (e.g., at-
tribute levels and awareness of the relevant attributes),
consumer goals (e.g., purchase quantity and purchase
timing), (Chernev et al., 2012).
Information adoption is a process that is formed
because a person has a goal to use or process cer-
tain information. Information adoption is defined as
a process where people purposefully engage in using
and exploring the information. In this paper, eWOM
adoption means consumers agree with the content
or information from E-WOM and consequently con-
sumers want to buy products based on information
from E-WOM they get. E-WOM is someone’s com-
ment on a product or service where the comment is
given by other consumers through the internet net-
work. E-WOM that is read or accepted by consumers
can influence consumer trust and purchasing behav-
ior. When consumers enter certain e-commerce web-
site pages, consumers know more or less about the au-
thor of EC-eWOM is. Therefore, not all EC-eWOM
has the same effect on consumer confidence or pur-
chasing behavior.
Usually, consumers will decide for themselves
whether to just believe in the existing EC-eWOM or
judge by their own decision. When an online cus-
tomer decides not to trust or not depend on ECe-
WOM, they usually use alternative information op-
tions, such as social media e-WOM (Yan et al., 2016).
Previous studies conclude that a customer satisfaction
is a positive effect to customer trust and commitment
(Purnasari and Yuliando, 2015); in Spain, perceived
entertainment and subjective norms manifest them-
selves as helpful paths to gain satisfied m-shoppers
and deliver the positive e-WOM about m-shopping in
different age groups (San-Mart
´
ın et al., 2015); in Iran,
the study confirms the effects of eWOM on purchase
intention (Zangeneh et al., 2014).
Explaining the idea of online brand experience,
Schmitt (2000) states that technology changes the
lifestyle. It means action and activity of each individ-
ual during brand contact confirm “behavioral experi-
ence” with that particular brand (Khan et al., 2016).
The changes in consumer behavior today which im-
pacts on the internet of things and mobile communi-
cation meets the consumer needs. The need for in-
ternet and mobile communication technology exists
because of the desire of consumers to save time with
the ease and sophistication of technology. therefore,
many consumers today then use technology in every
dayto-day activities not only in the process of com-
municating or interacting long distance, but have used
it in various activities and lifestyles or commonly
known as e-lifestyle. The reasons why people need
for internet and mobile communication technology
exists is because the desire of consumers to save time
with the easy way and sophistication from technology.
Therefore, many consumers today use technology in
every day-to-day activities not only in the process of
communicating or interacting long distance, but also
to use in various activities and lifestyles or commonly
known as e-lifestyle. Chanaron (2013) argued e-
lifestyle as one of three types of lifestyle that emerged
due to innovation from technology. Therefore, e-
lifestyle is a new way of living in the modern era
with technology enlightened can be measured by us-
ing psychological and sociological variables (Pandey
and Chawla, 2014).
The popularity of online marketing on modern
customer as they has wider range of products to
choose from, further complicating the decisionmak-
ing process and changing consumer behavior (Vic-
tor et al., 2018). Establishing trust is a small part
of the ongoing management process of the relation-
ship building. Building relationships will be even
more important in an e-business world, where mul-
tiple channels and interaction points create a level of
complexity not experienced previously and ebusiness
is likely to play an important role in certain markets
and for certain types of firm (Coltman et al., 2001).
Hype factors Strategy implementation such as
lifestyle and gamification are features consumers love
because they are fun and enjoyable; and ecommerce
find it effective to increase application usage. On the
contrary, some says the hype factors associated with
such strategies does not withstand the test of data in
the long run.
Smart customer is a smart individual able to make
Hype VS Smart, Which One is Our Online Customers? Examining the Role of Gamification, Products Assortment, e-WOM and Lifestyle of
Indonesian E-Commerce Apps. Customers
125
conscious decision-making processes of choices and
to play an active role in the e-commerce environment
and not a fragile individual regularly exposed to the
threat of exploitation, discrimination, control and de-
ception by tech companies (Colangelo and Maggi-
olino, 2019).
Purchase intention encourages business industry
to make a higher performance such as how customer
satisfy with the products or services. Hence, pur-
chase intention has been as defined as one of the most
prominent part in the business field. In general, cus-
tomer satisfaction is explained as how customers as-
sess the products or services once they finished uti-
lized it as much as how the customers perception the
services of products by comparing from each com-
pany in the same industry. Purchase intention is a key
element to determine whether the product meets cus-
tomers’ expectations and customer’s need.
When the products and services meet the cus-
tomers’ expectations customers will satisfied and will
be dissatisfied if the performance of production is
less than their expectations. Purchase intention also
important to promote a long-term business success
in order to help companies retaining customers and
enhance CLV (customer lifetime value) (Xiao et al.,
2019).
This study also wants to classify consumers as
Hype or Smart consumers, with gamification and
lifestyle variables to represent Hype while e-WOM
and Product assortment represent Smart decision by
consumers.
3 RESEARCH METHOD
This research implemented in quantitative method
with descriptive associative analysis. Data collection
technique is an important part of a research to find
results of the problems formulated. Data collection
technique used in this research is by questionnaire. In
this questionnaire there are research questions about
the influence of gamification, e-WOM, product as-
sortment and purchase intention of e-commerce ap-
plications users.
The scale development in this study used a reflec-
tive approach in measurement as it is recommended
for applications of the reflectiveindictor model in-
clude constructs such as attitudes, perceptions and/or
purchase intentions (Anisimova, 2016). The indepen-
dent variables items were measured using a five-point
Likert type scale anchored on “1” strongly disagree
to “5” strongly agree. Likert type scales are com-
monly used in empirical studies on measurement of
e-commerce impact.
The population of this study is university students
in JABODETABEK area, or around Jakarta, Bogor,
Depok, Tangerang and Bekasi area – Indonesia. From
BPS or Indonesian Central Bureau of Statistics data,
number of university student in those area around 1,5
million. Sample gathered for this study is 400 per-
sons.
This research has 3 operational variables
1. Independet variables; The independent variables
in this research are Gamification, E-WOM and
product assortment.
2. Dependent variables; Dependent variables are
variables that are assumed to measure or grade the
independent variables. The dependent variables in
this research is Purchase Intention.
3. Moderation variable; moderation variable are
variable that show interaction between modera-
tion variable itself and the independent variable
that influences the dependent variable. The mod-
eration variable in this research is Lifestyle.
The Theoretical Framework of this study shown in
Figure 1 below :
Figure 1: Research Model
Theoretical Framework of this research contains
several hypotheses:
H1 : Gamification will be significantly and
positively related to purchase intention
H2 : E-WOM will be significantly and positively
related to purchase intention
H3 : Product assortment will be significantly and
positively related to purchase intention
H4 : Lifestyle moderates the relationship between
gamification and purchase intention.
Hypothesis trial formulation In partial least
square, the hypothesis test will be done by looking
at the t-value and T-statistics results where the testing
requirements in partial least square is as follows:
1. If T-Statistics < t-value, then Ho is accepted, Ha
is rejected
2. If T-Statistics > t-value, then Ho is rejected, Ha
accepted
CONRIST 2019 - International Conferences on Information System and Technology
126
Therefore, based on these requirements, these are
the hypothesis that were made:
Hypothesis 1
Ho: there is no significant influence between Gamifi-
cation towards Purchase Intention.
Ha: there is significant influence between Gamifica-
tion towards Purchase Intention.
Hypothesis 2
Ho: there is no significant influence between eWOM
towards Purchase Intention.
Ha: there is significant influence between eWOM
towards Purchase Intention Hypothesis 3
Ho: there is no significant influence between product
assortment towards Purchase Intention.
Ha: there is significant influence between product
assortment towards Purchase Intention.
Hypothesis 4
Ho: e-WOM does not moderate Lifestyle towards
Purchase Intention.
Ha: e-WOM moderates Lifestyle towards Purchase
Intention.
4 RESULTS
Significance tests that were conducted to find out the
influence between variables in the research is done by
resampling with bootstrapping. Bootstrapping is done
using the software SmartPLS 3.0.
Results of the significance test of each variable to
test the hypothesis can be explained as:
1. Hypothesis1: influence of Gamification towards
Purchase Intention.
(a) Hypothesis
Ho: there is no significant influence between
Gamification towards Purchase Intention.
Ha: there is significant influence between Gam-
ification towards Purchase Intention.
(b) Basis for decision making
T-statistic test
if T-statistic > 2.58, then Ho is rejected and Ha
is accepted.
If T-statistic < 2.58, then Ho is accepted and
Ha is rejected.
(c) Decision
Uji T-statistic
0.109 > 2.58, then Ho is rejected dan Ha is ac-
cepted.
(d) Summary
There is no positive and significant influence
between Gamification and Purchase Intention
in Ecommerce application users
2. Hypothesis2: the influence of e-WOM towards
Purchase Intention.
(a) Hypothesis
Ho: there is no significant influence between
eWOM towards Purchase Intention.
Ha: there is significant influence between
eWOM towards Purchase Intention
(b) Basis for Decision making
T-statistic test
If T-statistic > 2.58, then Ho is rejected and Ha
is accepted.
If T-statistic < 2.58, then Ho is accepted and
Ha is rejected.
(c) Conclusion
Uji T-statistic
3.711 > 2.58, then Ho is rejected and Ha is ac-
cepted.
(d) summary There is positive and significant influ-
ence between e-WOM and Purchase Intention
in Ecommerce application users
3. Hypothesis3: Influence of product assortment to-
wards purchase intention.
(a) Hypothesis
Ho: there is no significant influence between
product assortment towards Purchase Intention.
Ha: there is significant influence between prod-
uct assortment towards Purchase Intention.
(b) Basis for Decision making
T-statistic test
If T-statistic > 2.58, then Ho is rejected and Ha
is accepted.
If T-statistic < 2.58, then Ho is accepted and
Ha is rejected.
(c) Decision
T-statistic test
2.194 > 2.58, then Ho is rejected and Ha is ac-
cepted.
(d) Summary There is no positive and signifi-
cant influence between product assortment and
Purchase Intention in E-commerce application
users
4. Hypothesis4: Lifestyle moderates the influence
between Gamification towards Purchase Inten-
tion.
(a) Hypothesis
Ho: There is no significant influence between
lifestyle that moderates the relationship of gam-
ification towards purchase intention.
Ha: There is significant influence between
lifestyle that moderates the relationship of gam-
ification towards purchase intention.
Hype VS Smart, Which One is Our Online Customers? Examining the Role of Gamification, Products Assortment, e-WOM and Lifestyle of
Indonesian E-Commerce Apps. Customers
127
(b) Basis for Decision making
T-statistic test
If T-statistic > 2.58, then Ho is rejected and Ha
is accepted.
If T-statistic < 2.58, then Ho is accepted and
Ha is rejected.
(c) Decision
T-statistic test
1.084 > 2.58, then Ho is accepted and Ha is
rejected.
(d) Conclusion Lifestyle has no positive and sig-
nificance in moderating Gamification towards
Purchase Intention in E-commerce application
users.
The summary of the results of the hypothesis in
this research can be seen in Table 1 below:
Table 1: Indirect Effect Output results
Relations Summary
Gamification
(X) Purchase
Intention (Y)
There is no positive and
significant influence be-
tween Gamification and
Purchase Intention in
E-commerce application
users
e-WOM (X)
Purchase Inten-
tion(Z)
There is positive and
significant influence
between e-WOM and
Purchase Intention in
E-commerce application
users
Product assort-
ment (Y)
Purchase Decison
(Z)
There is no positive
and significant influ-
ence between product
assortment and Purchase
Intention in E-commerce
application users
Lifestyle *
Gamification
(moderation)
Purchase Inten-
tion(Y)
There is no positive
and significant influ-
ence between product
assortment and Purchase
Intention in E-commerce
application
5 CONCLUSIONS
Based on the results of the research that has been con-
ducted, it can be summarized that:
1. based on the analysis results, the first hypothesis
shows that there is no positive influence and sig-
nificance between gamification and purchase in-
tention in E-commerce application users.
2. based on the analysis results, the second hypoth-
esis shows that there is a positive influence and
significance between E-WOM and purchase in-
tention in E-commerce application users.
3. based on the analysis results, the third hypothe-
sis shows that there is no positive influence and
significance between product assortment and pur-
chase intention in E-commerce application users.
4. based on the analysis results, the fourth hypoth-
esis shows that lifestyle has no positive influence
and significance in the moderation of gamification
towards purchase intention in eCommerce appli-
cation users.
Based on the results of the research, there are sev-
eral ideas for further research as follows; first; it is
recommended to take a bigger sample in order to get
results that can represent each population that resides
in Indonesia especially those of productive age; sec-
ond; e-Commerce application developers are more fo-
cus on product reviews therefore user are easiser to
do online purchasing; third, e-Commerce develop-
ers more maximizing gamification features therefore
users obtain optimal benefits from the gamification.
and users able to recognize the effect of availability
product.
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