The Role of Brand Loyalty in Mediating the Effect of Perceived Value on E-WoM: A Case Study of Shopee Gamification

DOI:

https://doi.org/10.58421/misro.v5i3.1843

Authors

  • Ni Wayan Delvin Anjelina Saputra Universitas Mahasaraswati Denpasar
  • Anak Agung Putu Agung Universitas Mahasaraswati Denpasar
  • Ni Putu Cempaka Dharmadewi Atmaja Universitas Mahasaraswati Denpasar

Keywords:

Brand Loyalty, Electronic Word of Mouth, Hedonic Value, Social Value, Utilitarian Value

Abstract

The Shopee app is widely used in Indonesia, making it one of the fastest-growing e-commerce marketplaces. This study examines how perceived value influences electronic word-of-mouth (E-WoM) and brand loyalty, and investigates the mediating role of brand loyalty among users of Shopee's gamification features. This study employs a quantitative methodology, applying Hair's formula to analyze data collected from 180 active Shopee consumers via a questionnaire. The study analyzed the data using Structural Equation Modeling (SEM). The findings indicate that brand loyalty and E-WoM are positively and significantly influenced by perceived value, which encompasses utilitarian, hedonic, and social value. Furthermore, this study shows that brand loyalty mediates the effect of perceived value on E-WoM, meaning that enhancing users' perceived value can strengthen customer loyalty and encourage the tendency to share information online.

Downloads

Download data is not yet available.

References

A. M. Leong and Woon, "The influence of social media eWOM information on purchase intention," Journal of Marketing Analytics, vol. 10, no. 2, pp. 145–157, 2022, doi: 10.1057/s41270-021-00132-9.

Liu, Shaalan, and Jayawardhena, "The impact of electronic word-of-mouth (eWOM) on consumer behaviours," in The SAGE Handbook of Digital Marketing, SAGE Publications Ltd, 2022, pp. 136–158, doi: 10.4135/9781529782509.n9.

Thao and Shurong, "Is it possible for 'electronic word-of-mouth' and 'user-generated content' to be used interchangeably?" Journal of Marketing and Consumer Research, 2020, doi: 10.7176/jmcr/65-04.

Zhao, Wang, Huijie, and Yaming, "Electronic word-of-mouth and consumer purchase intentions in social e-commerce," Electronic Commerce Research and Applications, vol. 41, p. 100980, 2020, doi: 10.1016/j.elerap.2020.100980.

A. V. Gunawan, L. Linawati, D. Pranandito, and R. Kartono, "The determinant factors of e-commerce purchase decision in Jakarta and Tangerang," Binus Business Review, vol. 10, no. 1, pp. 21–29, 2022, doi: 10.21512/bbr.v10i1.5379.

Pahmi, Ayob, and Suprayitno, "Review: Dampak disrupsi ICT dan Covid 19 terhadap perubahan perilaku konsumen dan digital e-commerce di Indonesia," JENIUS: Jurnal Terapan Teknik Industri, vol. 3, no. 1, pp. 22–32, 2022, doi: 10.37373/jenius.v3i1.234.

W. Weryani, L. Lisniawati, H. Hamsani, and R. S. Wardhani, "E-commerce trends in Indonesia: A literature review on adaptation and consumer behavior," 2024, pp. 35–41, doi: 10.2991/978-94-6463-614-7_6.

Mominzada, Rozan, and Aziz, "Consequences of user experience in a gamified e-commerce platform," International Journal of Electronic Commerce Studies, vol. 13, no. 1, p. 113, 2021, doi: 10.7903/ijecs.2004.

W. O. Halim and M. S. Purwanegara, "The effect of gamification toward customer engagement in Shopee e-commerce," International Journal of Current Science Research and Review, vol. 7, no. 8, 2024, doi: 10.47191/ijcsrr/V7-i8-42.

K. A. Kusumawardani, H. A. Widyanto, and J. E. G. Tambunan, "The role of gamification, social, hedonic and utilitarian values on e-commerce adoption," Spanish Journal of Marketing - ESIC, vol. 27, no. 2, pp. 158–177, 2023, doi: 10.1108/SJME-09-2022-0188.

Torres, Augusto, and Neves, "Value dimensions of gamification and their influence on brand loyalty and word-of-mouth," Psychology and Marketing, vol. 39, no. 1, pp. 59–75, 2022, doi: 10.1002/mar.21573.

N. Xi and J. Hamari, "Does gamification affect brand engagement and equity? A study in online brand communities," Journal of Business Research, vol. 109, pp. 449–460, 2020, doi: 10.1016/j.jbusres.2019.11.058.

S. Farace, E. Montaguti, S. Valentini, and A. Zammit, "How does gamification affect customer behavior and revenue?" Italian Journal of Marketing, vol. 2025, no. 4, pp. 331–354, 2025, doi: 10.1007/s43039-025-00119-9.

Evelina, Kusumawati, Nimran, and Sunarti, "The influence of utilitarian value, hedonic value, social value, and perceived risk on customer satisfaction," Business: Theory and Practice, vol. 21, no. 2, pp. 613–622, 2021, doi: 10.3846/btp.2020.12143.

Nuzula and Wahyudi, "Effects of brand attitude, perceived value, and social WOM on purchase intentions in luxury product marketing," Innovative Marketing, vol. 18, no. 3, pp. 1–14, 2022, doi: 10.21511/im.18(3).2022.01.

Zhang, Shao, Xiaotong, and Yuqiang, "Gamification and online impulse buying: The moderating effect of gender and age," International Journal of Information Management, vol. 61, p. 102267, 2021, doi: 10.1016/j.ijinfomgt.2020.102267.

Teo, Choudhary, and Singh, "The impact of hedonic and utilitarian values, alongside psychological factors, on customer satisfaction and loyalty of female consumers," International Journal of Advanced Business Studies, 2024, doi: 10.59857/IJABS.3912.

J. C. Bauer, M. Linzmajer, L. Nagengast, T. Rudolph, and E. D'Cruz, "Gamifying the digital shopping experience," Journal of Service Management, vol. 31, no. 3, pp. 563–595, 2020, doi: 10.1108/JOSM-10-2018-0347.

J. Krath, L. Schürmann, and H. F. O. von Korflesch, "Revealing the theoretical basis of gamification," Computers in Human Behavior, vol. 125, p. 106963, 2021, doi: 10.1016/j.chb.2021.106963.

Zamorano, Sánchez, Rey, and Bueno, "Gamification in higher education: The ECOn+ star battles," Computers & Education, vol. 194, p. 104699, 2023, doi: 10.1016/j.compedu.2022.104699.

H. Doğan-Südaş, A. Kara, and E. Karaca, "Effects of gamified mobile apps on purchase intentions and word-of-mouth engagement," Sustainability, vol. 15, no. 13, 2023, doi: 10.3390/su151310506.

M. Tanveer, A. R. Ahmad, H. Mahmood, and I. U. Haq, "Role of ethical marketing in driving consumer brand relationships and brand loyalty," Sustainability (Switzerland), vol. 13, no. 12, 2021, doi: 10.3390/su13126839.

Wilk, Soutar, and Harrigan, "Online brand advocacy and brand loyalty: A reciprocal relationship?" Asia Pacific Journal of Marketing and Logistics, vol. 33, no. 10, 2021, doi: 10.1108/APJML-05-2020-0303.

Viega and Napitupulu, "Impact analysis of experience on gamification marketing activities, social media marketing, and other factors toward brand loyalty in online marketplace application," Journal of Theoretical and Applied Information Technology, 2020.

Zulqarnain, S. Bangsawan, and Mahrinasari, "The mediating role of brand loyalty in gamification usage - A study in Tokopedia," IOSR Journal of Business and Management (IOSR-JBM), vol. 26, pp. 32–42, 2024, doi: 10.9790/487X-2601043242.

Khalid et al., "Significance of electronic word of mouth (e-WOM) in opinion formation," International Journal of Advanced Computer Science and Applications, vol. 11, no. 2, 2020.

Thi Binh, Hoang, and Quang, "Designing effective hybrid course curriculum," Evaluation Review, vol. 49, no. 3, pp. 453–486, 2025, doi: 10.1177/0193841X241291752.

Akdim, "The influence of eWOM: Analyzing its characteristics and consequences, and future research lines," Spanish Journal of Marketing - ESIC, vol. 25, no. 2, pp. 239–259, 2021, doi: 10.1108/SJME-10-2020-0186.

Anastasiei and Dospinescu, "Beyond credibility: Understanding the mediators between electronic word-of-mouth and purchase intention," 2025, doi: 10.48550/arXiv.2504.05359.

C.-L. Hsu and C. Chen, "Advocating recycling and encouraging environmentally friendly habits through gamification," Technology in Society, vol. 66, p. 101621, 2021, doi: 10.1016/j.techsoc.2021.101621.

J. Zhang, Y. Zou, S. Wang, and Y. Xiang, "Consumer experience and perception in gamification marketing: Evidence from the user survey of POPMART," Frontiers in Communication, vol. 10, 2025, doi: 10.3389/fcomm.2025.1388020.

Diefenbach, Kolb, and Hassenzahl, "The 'hedonic' in human-computer interaction," in Proc. 2014 Conf. Designing Interactive Systems (DIS '14), 2021, pp. 305–314, doi: 10.1145/2598510.2598549.

Yanson, Rahayu, and Wibowo, "The influence of utilitarian and hedonic value to traveler purchase intention at Singapore Changi Airport International," 2022.

Koivisto and Juho, "Demographic differences in perceived benefits from gamification," Computers in Human Behavior, vol. 35, pp. 179–188, 2021, doi: 10.1016/j.chb.2014.03.007.

Y. Singh and R. Milan, "Utilitarian and hedonic values of gamification and their influence on brand engagement, loyalty, trust and WoM," Entertainment Computing, vol. 52, p. 100868, 2025, doi: 10.1016/j.entcom.2024.100868.

Koivisto and Juho, "The rise of motivational information systems: A review of gamification research," International Journal of Information Management, vol. 45, pp. 191–210, 2022, doi: 10.1016/j.ijinfomgt.2018.10.013.

Hamari and Koivisto, "'Working out for likes': An empirical study on social influence in exercise gamification," Computers in Human Behavior, vol. 50, pp. 333–347, 2021, doi: 10.1016/j.chb.2015.04.018.

Hossain and Habiba, "Exploring the evolution of brand loyalty in the age of social media," Journal of Service Science and Management, vol. 17, no. 3, pp. 219–247, 2024, doi: 10.4236/jssm.2024.173011.

Carroll and Ahuvia, "Some antecedents and outcomes of brand love," Marketing Letters, vol. 17, no. 2, pp. 79–89, 2022, doi: 10.1007/s11002-006-4219-2.

S. Bangsawan, "The mediating role of brand loyalty in gamification usage - A study in Tokopedia," vol. 26, pp. 32–42, 2024, doi: 10.9790/487X-2601043242.

Ghozali, 25 Grand Theory: 25 Teori Besar Ilmu Manajemen, Akuntansi dan Bisnis, I. Ghozali, Ed. Yoga Pratama, 2020.

Y. Jiang, "Research on the influence of customer perceived value on FMCG E-WOM communication," 2023, pp. 587–595, doi: 10.2991/978-94-6463-054-1_64.

Sosanuy, Siripipatthanakul, Nurittamont, and Phayaphrom, "Effect of electronic word of mouth (e-WOM) and perceived value on purchase intention during the COVID-19 pandemic," International Journal of Behavioral Analytics, vol. 1, no. 2, p. 10, 2021.

Zhu, Huangfu, Xu Di, Wang, and Ziang, "Evaluating the impact of experience value promotes user voice toward social media," Frontiers in Psychology, vol. 13, 2022, doi: 10.3389/fpsyg.2022.969511.

Lixiao and Chang, "The effects of utilitarian value on omnichannel continuance intention," Baltic Journal of Management, 2022, doi: 10.1108/BJM-09-2021-0332.

Bae and Jeon, "Exploring the relationships among brand experience, perceived product quality, hedonic value, utilitarian value, and brand loyalty in unmanned coffee shops during the COVID-19 pandemic," Sustainability (Switzerland), vol. 14, no. 18, 2022, doi: 10.3390/su141811713.

Rahman, Langner, and Temme, "Brand love: Conceptual and empirical investigation of a holistic causal model," Journal of Brand Management, vol. 28, no. 6, pp. 609–642, 2021, doi: 10.1057/s41262-021-00237-7.

Namkung and S. Y. Seong, "Who buys our brand? The influence of consumption values and the congruity with brand benefits on brand identification, trust and loyalty," Asia Marketing Journal, vol. 22, no. 4, pp. 1–25, 2020, doi: 10.15830/amj.2020.22.4.1.

Eelen, Özturan, and Verlegh, "The differential impact of brand loyalty on traditional and online word of mouth," International Journal of Research in Marketing, vol. 34, no. 4, pp. 872–891, 2022, doi: 10.1016/j.ijresmar.2017.08.002.

Downloads

Additional Files

Published

2026-09-06

How to Cite

[1]
N. W. D. A. Saputra, A. A. P. Agung, and N. P. C. D. Atmaja, “The Role of Brand Loyalty in Mediating the Effect of Perceived Value on E-WoM: A Case Study of Shopee Gamification”, J.Math.Instr.Soc.Res.Opin., vol. 5, no. 3, pp. 2373–2384, Sep. 2026.

Issue

Section

Articles