Gamification, Hedonic Motivation, and Perceived Value on Impulse Buying among Generation Z GoFood Users
DOI:
https://doi.org/10.57235/jleb.v4i2.8904Keywords:
Gamification, Hedonic Motivation, Perceived Value, Impulse Buying, Generation Z, GoFood.Abstract
This study aims to analyze the effect of gamification on impulse buying through hedonic motivation and perceived value among Generation Z GoFood users in Pekanbaru. This issue is important to examine because a pre-survey of 30 Generation Z GoFood users in Pekanbaru showed that most respondents felt encouraged to make unplanned purchases after exposure to reward features and limited-time promotions, yet the underlying psychological mechanism remains underexplored in developing-city contexts. A quantitative approach was used, with data collected from 120 respondents through purposive sampling. The analysis was conducted using Partial Least Squares Structural Equation Modeling (PLS-SEM) with SmartPLS 4, chosen for its suitability with a moderate sample size and its capacity to test mediating relationships simultaneously. The results show that gamification has a positive and significant effect on impulse buying, hedonic motivation, and perceived value. Hedonic motivation also has a positive and significant effect on impulse buying and successfully mediates the relationship between gamification and impulse buying. However, perceived value does not significantly affect impulse buying and fails to mediate the relationship. These findings indicate that emotional factors play a more important role than cognitive evaluation in driving impulse buying behavior, so future research is recommended to broaden the geographic scope and incorporate other emotional variables such as fear of missing out (FOMO) or customer engagement.
Downloads
References
Akram, U., Hui, P., Hussain, S., & Akbar, A. (2021). Perceived value and impulse buying in the online retail context: The mediating role of emotions. Journal of Retailing and Consumer Services, 61, 102550.
APJII. (2023). 2023 survey on internet penetration and user behavior in Indonesia. Indonesian Internet Service Providers Association.
Arnold, M. J., & Reynolds, K. E. (2003). Hedonic shopping motivations. Journal of Retailing, 79(2), 77-95.
Aw, E. C. X., Basha, N. K., Ng, S. I., & Ho, J. A. (2021). Searching for deals online: The influence of gamification elements on purchase intention and the mediating role of perceived value. Journal of Retailing and Consumer Services, 59, 102346.
Babin, B. J., Darden, W. R., & Griffin, M. (1994). Work and/or fun: Measuring hedonic and utilitarian shopping value. Journal of Consumer Research, 20(4), 644-656.
Beatty, S. E., & Ferrell, M. E. (1998). Impulse buying: Modeling its precursors. Journal of Retailing, 74(2), 169-191.
Cialdini, R. B. (2009). Influence: Science and practice (5th ed.). Pearson Education.
Cohen, J. (1988). Statistical power analysis for the behavioral sciences (2nd ed.). Lawrence Erlbaum Associates.
Deci, E. L., & Ryan, R. M. (2000). The ‘what’ and ‘why’ of goal pursuits: Human needs and the self-determination of behaviour. Psychological Inquiry, 11(4), 227-268.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification”. Proceedings of the 15th International Academic MindTrek Conference, 9-15.
Dwipradhana, N. A. R. (2024). The role of shopping engagement and customer engagement in gamification on online food delivery for Gen Z. Journal of Digital Marketing.
Febriandika, N. R. (2024). Impulse buying tendency in online food delivery service users in Indonesia. Innovative Marketing, 20(2), 85-97.
Fornell, C., & Larcker, D. F. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of Marketing Research, 18(1), 39-50.
Francis, T., & Hoefel, F. (2018). ‘True Gen’: Generation Z and its implications for companies. McKinsey & Company.
Grönroos, C., & Voima, P. (2013). Critical service logic: Making sense of value creation and co-creatin. Journal of the Academy of Marketing Science, 41(2), 133-150.
Hair, J. F., Risher, J. J., Sarstedt, M., & Ringle, C. M. (2019). When to use and how to report the results of PLS-SEM. European Business Review, 31(1), 2-24.
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. Proceedings of the 47th Hawaii International Conference on System Sciences, 3025-3034.
Henseler, J., Ringle, C. M., & Sarstedt, M. (2015). A new criterion for assessing discriminant validity in variance-based structural equation modeling. Journal of the Academy of Marketing Science, 43(1), 115-135.
Hidayat, A., & Nugroho, A. (2021). The effect of gamification on consumer behavior on e-commerce platforms in Indonesia. Journal of Service Management and Marketing, 14(1), 57-74.
Kahneman, D. (2011). Thinking, fast and slow. Farrar, Straus and Giroux.
Kexin, L. (2023). Gamification and impulse buying behavior in mobile commerce: Evidence from the S-O-R framework. Journal of Retailing and Consumer Services, 71, 103204.
Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International Journal of Information Management, 45, 191-210.
Lohmöller, J. B. (1989). Latent variable path modeling with partial least squares. Physica-Verlag.
Mehrabian, A., & Russell, J. A. (1974). An approach to environmental psychology. MIT Press.
Prasetyo, B., & Miftahul Jannah, L. (2019). Quantitative research methods: Theory and application. PT. Rajagrafindo Persada.
Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9(5), 1-6.
Prentice, C., Han, X., & Wang, X. L. (2023). Digital experience and impulse buying behavior of Generation Z: The role of hedonic motivations. Journal of Retailing and Consumer Services, 71, 103356.
Rachbini, W. (2024). Factors impacting consumer persuasion in online food delivery services in Indonesia. Ecojoin Journal of Management.
Rook, D. W. (1987). The buying impulse. Journal of Consumer Research. 14(2), 189-199.
Schiffman, L., G., & Wisenblit, J. (2019). Consumer behaviour (12th ed.). Pearson Education.
Sholihin, M., & Ratmono, D. (2021). SEM-PLS analysis with WarpPLS 3.0: For nonlinear relationship in social and business research. Andi Offset.
Statista. (2024). Online food delivery market size and revenue in Indonesia, 2019–2029. Statista Research Department.
Sugiyono. (2023). Metode penelitian kuantitatif, kualitatif, dan R&D. Alfabeta.
Tarmidi, D., & Setiawan, D. G. (2022). The effect of gamification and price discounts on impulsive buying. Enrichment: Journal of Management, 12(5), 5301-5308.
Wong, K. K. K. (2013). Partial least squares structural equation modeling (PLS-SEM) techniques using SmartPLS. Marketing Bulletin, 24(1), 1-32.
Xi, N., & Hamari, J. (2020). Does gamification matter? A perspective from consumer engagement research. International Journal of Information Management, 55, 102192.
Xu, Z., Lv, F., & Li, B. (2022). Understanding the impact of gamification on continued use of mobile learning apps: A perspective of self-determination theory. Frontiers in Psychology, 13, 897359.
Yeo, V. C. S., Goh, S. K., & Rezaei, S. (2022). Consumer experiences, attitudes, and behavioral intentions toward online food delivery (OFD) services. Journal of Retailing and Consumer Services, 35, 150-162.
Zeithaml, V. A. (1988). Consumer perceptions of price, quality, and value: A means-end model and synthesis of evidence. Journal of Marketing, 52(3), 2-22.
Zhang, K. Z. K., Xu, H., Zhao, S., & Yu, Y. (2021). Online reviews and impulse buying behavior: The role of browsing and impulsiveness. Internet Research, 28(3), 522-543.
Zhao, X., Lynch, J. G., & Chen, Q. (2010). Reconsidering Baron and Kenny: Myths and truths about mediation analysis. Journal of Consumer Research. 37(2), 197-206.
Downloads
Published
How to Cite
Issue
Section
Citation Check
License
Copyright (c) 2026 Afina Salsabila, Tengku Firli Musfar, Sri Wahyuni Wildah

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
- Authors certify that the work reported here has not been published before and contains no materials the publication of which would violate any copyright or other personal or proprietary right of any person or entity.
- Authors dont transfer or license the copyright of publishing to JLEB: Journal of Law Education and Business Research to publish the article in any media format, to share, to disseminate, to index, and to maximize the impact of the article in any databases.
- Authors hereby dont agree to transfer a copyright for publishing to JLEB: Journal of Law Education and Business a Publisher of the manuscript.
- Authors reserve the following:
- all proprietary rights other than copyright such as patent rights;
- the right to use all or part of this article in future works of our own such as in books and lectures;
- use for presentation in a meeting or conference and distributing copies to attendees;
- use for internal training by author's company;
- distribution to colleagues for their research use;
- use in a subsequent compilation of the author's works;
- inclusion in a thesis or dissertation;
- reuse of portions or extracts from the article in other works (with full acknowledgement of final article);
- preparation of derivative works (other than commercial purposes) (with full acknowledgement of final article); and
- voluntary posting on open web sites operated by author or author’s institution for scholarly purposes, but it should follow the open access license of Creative Common CC BY-NC License.












