Pengaruh Electronic Word-Of-Mouth Terhadap Customer-Based Brand Equity pada Roblox dengan Peran Mediasi Brand Attachment
DOI:
https://doi.org/10.37385/msej.v7i3.10237Keywords:
Electronic Word-of-Mouth, Customer-Based Brand Equity, Brand Attachment, Roblox, TikTokAbstract
Perkembangan industri game daring yang pesat mendorong meningkatnya peran electronic word-of-mouth (e-WOM) sebagai sumber informasi utama bagi konsumen dalam membentuk persepsi terhadap suatu merek. Roblox merupakan salah satu platform game daring yang pertumbuhannya lebih banyak dipengaruhi oleh e-WOM melalui media sosial dan komunitas digital dibandingkan promosi konvensional. Penelitian ini bertujuan untuk menganalisis pengaruh electronic word-of-mouth terhadap customer-based brand equity (CBBE) pada Roblox dengan peran mediasi brand attachment. Penelitian ini menggunakan pendekatan kuantitatif dengan metode survei. Data dikumpulkan melalui kuesioner yang disebarkan kepada pengguna Roblox di Indonesia yang aktif menggunakan TikTok. Teknik analisis data yang digunakan adalah Partial Least Squares–Structural Equation Modeling (PLS-SEM). Variabel electronic word-of-mouth diukur melalui dimensi argument quality, consistency, two-sidedness, dan volume. Customer-based brand equity diukur melalui dimensi brand awareness, perceived quality, brand association, dan brand loyalty, sedangkan brand attachment diukur melalui emotional bond konsumen terhadap merek Roblox. Hasil penelitian menunjukkan bahwa electronic word-of-mouth berpengaruh positif dan signifikan terhadap customer-based brand equity Roblox. Selain itu, electronic word-of-mouth juga berpengaruh positif terhadap brand attachment, dan brand attachment berpengaruh positif terhadap customer-based brand equity. Lebih lanjut, brand attachment terbukti mampu memediasi pengaruh electronic word-of-mouth terhadap customer-based brand equity. Temuan ini menegaskan bahwa keterikatan emosional konsumen terhadap merek merupakan mekanisme penting yang menjembatani pengaruh e-WOM dalam membangun nilai merek berbasis pelanggan. Penelitian ini diharapkan dapat memberikan kontribusi teoretis dalam pengembangan literatur pemasaran digital serta menjadi acuan praktis bagi pengelola platform game daring dalam merancang strategi pemasaran berbasis komunitas dan e-WOM.
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