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Shera Amalia Humaira
"Semakin majunya teknologi saat ini, media digital tentunya berpotensi besar untuk dimanfaatkan sebagai sarana pemasaran brand, dan mengintegrasikan strateginya dengan teknologi canggih. Diantaranya adalah gamifikasi dalam konteks pemasaran. Gamifikasi adalah penggunaan elemen- elemen game dan teknik design game dalam konteks non-game. Model yang dipergunakan dalam penelitian ini merujuk pada model yang dikemukakan oleh Yang et al (2017) untuk melihat pengaruh perceived usefulness, perceived ease of use, perceived social influence, dan perceived enjoyment terhadap intention of engagement towards gamification dan brand attitude dengan objek yang diteliti adalah Wearable Fitness Technology (WFT). Responden dalam penelitian ini diperoleh melalui metode snowball. Dengan menggunakan metodologi kuantitatif, hasil penelitian menunjukkan dukungan empiris untuk perceived usefulness dan perceived ease of use sebagai prediktor terhadap intention of engagement towards gamification dan brand attitude. Namun, perceived social influence secara mengejutkan ditemukan tidak secara signifikan mempengaruhi intention of engagement towards gamification. Sebaliknya, perceived enjoyment secara signifikan berpengaruh terhadap intention of engagement towards gamification dan tidak terhadap brand attitude. Penelitian ini memberikan bukti empiris bahwa gamifikasi merupakan salah satu strategi marketing yang inovatif yang dapat digunakan oleh marketer dalam mempromosikan brand nya, meningkatkan loyalitas, engagement, hingga mengubah perilaku masyarakat dengan cara yang menarik.

Digital media has a huge potential to be used as a strategy marketing for a brand, and integrates its strategy with sophisticated technology. For example, gamification in marketing context. Gamification is the use of game elements and game design techniques in non-game contexts. This research will talk about the influences of gamification marketing towards intention of engagement towards gamification and brand attitude with study on Wearable Fitness Technology (WFT). Respondents in this study are collected through snowball method. The model that used in this study refers to the model that proposed by Yang et al (2017). By using quantitative methodology, results of study shows that, empirical support for perceived usefulness and perceived ease of use as predictor towards intention of engagement towards gamification and brand attitude. However, perceived social influence surprisingly found not significantly effect the intention of engagement towards gamification but has an effect towards brand attitude. Conversely, perceived enjoyment significantly affects the intention of engagement towards gamification and not towards brand attitude. This study provides empirical evidence that gamification is one of innovative marketing strategies that can be used by markets in promoting their brand, increase the loyalities, engagement, up to change people’s behavior in an interesting way."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2017
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UI - Tesis Membership  Universitas Indonesia Library
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Caroline Felita
"Dewasa ini, persaingan antar e-commerce di Indonesia berlangsung sangat ketat. Persaingan e-commerce Indonesia dilatarbelakangi oleh ambisinya untuk memiliki tingkat keterlibatan pengguna yang tinggi. Guna meningkatkan engagement dan mengupayakan tumbuhnya brand attitude pengguna yang positif, saat ini beberapa e-commerce di Indonesia telah menggunakan gamification sebagai bagian dari open innovation, termasuk Shopee. Penelitian ini bertujuan untuk menganalisis pengaruh gamification terhadap intention of engagement dan brand attitude. Penelitian ini juga bertujuan untuk mengidentifikasi dan menganalisis keterlibatan pengguna pada aktivitas gamification sebagai proses open innovation dibidang pemasaran. Metode penelitian adalah kuantitatif. Kuesioner disebarkan kepada 170 responden dan dianalisa menggunakan SEM-PLS. Hasil dari penelitian ini adalah dimensi perceived enjoyment berpengaruh positif dan signifikan terhadap intention of engagement dan brand attitude. Dimensi perceived usefulness dan perceived social influence hanya berpengaruh pada brand attitude. Adapun perceived ease of use tidak berpengaruh signifikan terhadap intention of engagement dan brand attitude. Pada konteks partisipasi pengguna dalam open innovation, kolaborasi antara pengguna dan Shopee tampaknya belum memiliki tingkat keterlibatan yang kuat. Pada dimensi protection, semua game yang dihadirkan di Shopee Games telah memenuhi unsur perlindungan atas kekayaan intelektual, yang mengindikasikan adanya unsur keunikan ideation sebagai bagian dari keberlangsungan praktik open innovation.

Nowadays, e-commerce in Indonesia faces an intense competition. The Indonesian e-commerce competition is motivated by its ambition to have a high level of user engagement. To increase engagement and strive for the growth of a positive user brand attitude, several e-commerce companies in Indonesia have used gamification as part of open innovation, including Shopee. This study aims to analyze the effect of gamification on the intention of engagement and brand attitude. This study also aims to analyze gamification as an open innovation process in the marketing sector. The research method is quantitative. The questionnaire was distributed to 170 respondents and analyzed using SEM-PLS. This study indicates that perceived enjoyment has a positive and significant effect on the intention of engagement and brand attitude. Perceived usefulness and perceived social influence only affect brand attitude. Meanwhile, perceived ease of use does not significantly affect intention of engagement and brand attitude. As for the context of the user's participation in open innovation, the collaboration between users and Shopee does not appear to be strong. In the protection dimension, all games presented at Shopee Games have fulfilled the intellectual property element, indicating the uniqueness of the ideation in the open innovation process."
Depok: Fakultas Ilmu Administrasi Universitas Indonesia, 2021
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UI - Skripsi Membership  Universitas Indonesia Library
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Muhammad Gilang Aditya
"Gamification adalah sebuah metode dimana unsur yang biasanya ditemukan pada permainan digunakan di dalam konteks non-permainan. Di Indonesia, metode gamification sudah dapat banyak ditemukan di berbagai media termasuk m-commerce. Go-jek dan Shopee adalah dua contoh dari m-commerce yang menggunakan fitur gamification. Go-jek dan Shopee juga menggunakan gamification pada program loyalitas kustomer mereka. Program loyalitas Go-jek dikenal dengan nama GoPoints, sementara program loyalitas Shopee dikenal dengan nama Koin Shopee. Tujuan dari dilakukannya penelitian ini adalah untuk melihat pengaruh yang dimiliki oleh gamification terhadap sikap terhadap program loyalitas kustomer dan intensi perilaku pada pengguna mcommerce dengan menggunakan pendekatan technology acceptance model, dan juga untuk mencaritahu apakah desain fitur permainan yang sederhana atau tidak memiliki pengaruh terhadap hasil penelitian atau tidak. Metodologi yang digunakan adalah penelitian deskriptif dengan cara menyebarkan online survey kepada seratus sampel yang menggunakan Go-jek dan memiliki pengalaman bermain swipe token pada Go-jek dan seratus sampel yang menggunakan Shopee dan memiliki pengalaman dalam bermain Shopee Games. Data yang terkumpul akan diproses menggunakan SmartPLS (Partial Least Square) dengan pendekatan structural equation modeling. Hasil penelitian pada desain gamification yang sederhana, gamification memiliki pengaruh langsung terhadap intensi perilaku dari pengguna m-commerce, tetapi gamification tidak memiliki pengaruh yang signifikan pada perceived usefulness. Pada desain gamification yang lebih rumit, walau pun gamification tidak dapat secara langsung mempengaruhi intensi perilaku, tetapi perceived usefulness dan perceived ease of use dapat memediasi pengaruh yang dimiliki oleh gamification terhadap intensi perilaku, sehingga membuat gamification memiliki pengaruh yang signifikan terhadap intensi perilaku. Terakhir, walau pun gamification memiliki pengaruh yang signifikan positif pada sikap pengguna terhadap program loyalitas, tetapi sikap pengguna terhadap program loyalitas tidak memiliki pengaruh yang signifikan positif pada intensi perilaku, sehingga membuatnya tidak dapat memediasi hubungan antara gamification dengan intensi perilaku.

Gamification is a method where game elements are used in non-video game context such as business. In Indonesia gamification can be found in a lot of medias including mcommerce. Go-jek and Shopee is two examples of m-commerces that applied gamification on their services. Both Go-jek and Shopee use gamification on each of their own customer loyalty program. Go-jek loyalty program is known as GoPoints, while Shopee loyalty program is known as Koin Shopee. The aim of this research is to find-out the effect that gamification had towards both attitude towards customer loyalty program and behavioral intention on m-commerce users by using technology acceptance model approach, while also to find-out whether the simple or complicated design of the game affect the said results or not. Methodology used is descriptive research by distributing an online self-administered survey to one-hundred sample that use Go-jek and have an experience of playing Go-jek swipe token and one-hundred sample that use Shopee and have an experience of playing Shopee Games. Data that had been gathered will then be processed descriptively by using SmartPLS (Partial Least Square) with Structural Equation Modeling approach. Result is in a simple design gamification, gamification does directly affect behavioral intention of m-commerce user, but gamification does not have significant effect on perceived usefulness. On a more complicated gamification design, though gamification unable to directly affect behavioral intention, but both perceived usefulness and perceived ease of use able to mediate the effect between gamification and behavioral intention, making gamification have a significant effect on behavioral intention. Lastly though gamification have a positive significant effect on user attitude towards loyalty program, but attitude towards loyalty program does not have a significant effect on behavioral intention, rendering it unable to mediate gamification variable towards behavioral intention in both simple and complicated gamification design.
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Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2020
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UI - Tesis Membership  Universitas Indonesia Library
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Muhammad Fahrezi
"Gamification menjadi bentuk marketing yang mulai banyak digunakan oleh berbagai bisnis, tidak sedikit perusahaan dan bisnis di Indonesia yang mulai menerapkan sistem gamfication, karena dianggap merupakan cara yang dapat meningkatkan engagement para konsumennya dan juga equity dari brand tersebut yang terdiri dari awareness dan loyalitasnya, salah satu perusahaan tersebut adalah Shopee dengan fitur gamifikasinya adalah Shopee Games. Penelitian ini dilakukan terhadap pemain Shopee Games di Indonesia, dengan tujuan untuk mengetahui pengaruh yang diberikan oleh gamification feature terhadap brand engagement dan brand equity, data dianalisis menggunakan Teknik PLS-SEM dan SPSS. Hasil penelitian ini menunjukan gamification feature, yaitu immersion, achievement, dan social interaction related feature berpengaruh terhadap masing- masing dimensi brand engagement, yaitu emotional, cognitive, dan social brand engagement. Hasil penelitian juga menemukan emotional dan cognitive brand engagement berpengaruh terhadap brand awareness dan loyalty, namun social brand engagement tidak berpengaruh terhadap kedua dimensi brand equity, peneliti juga melakukan analisis terhadap hubungan gamification feature terhadap brand equity, dengan hasil analisis tidak adanya hubungan yang signifika antara gamification feature terhadap brand equity. Hasil penelitian menunjukan adanya pengaruh gamification feature terhadap brand engagement yang juga berpengaruh terhadap brand equity.

Gamification became a marketing technique that many businesses already using, there’s a lot of companies and businesses in Indonesia that start using gamification, because it can increase the engagement of their customer and the equity of their brand that consists of awareness and loyalty. one of the companies that used gamification are Shopee with their gamification feature known as Shopee Games. this research was conducted on Shopee Games players, to know the effect of gamification features on brand engagement and brand equity. data were analyzed using PLS-SEM and SPSS, this research has shown gamification features that consist of immersion, achievement, and social interaction-related feature had a significant effect on each brand engagement dimension, that is emotional, cognitive, and social brand engagement. this research also shows there's a significant effect of emotional and cognitive brand engagement on brand awareness and brand loyalty, but social brand engagement doesn't have any significant effect on brand awareness and brand loyalty. the researcher also analyzed the effect of gamification features on brand equity, the result showed no significant effect of gamification features on brand equity. this research study showed the effect of gamification features on brand engagement was significant and consequently affecting brand equity."
Depok: Fakultas Ilmu Administrasi Universitas Indonesia, 2021
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UI - Skripsi Membership  Universitas Indonesia Library
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Situmeang, Suyanti Welvyna
"Kehadiran fitur gamifikasi dalam suatu platform memainkan peran krusial dalam meningkatkan keterlibatan pengguna. Gamifikasi telah menunjukkan kemampuannya untuk memupuk niat berinteraksi dan membentuk sikap merek yang positif di antara pengguna. Penulis ingin membuktikan hal tersebut khusus di pasar media streaming video on demand (SVoD) Indonesia yang tumbuh dari pasar media, di mana secara global sedang mengalami lonjakan angka pemasukan pada platform streaming digital. Penelitian ini pun memanfaatkan perluasan model Technology Acceptance Model (TAM), yang mencakup dimensi perceived usefulness, perceived ease of use, perceived social influence, dan perceived enjoyment, untuk mengukur sejauh mana penerimaan pengguna terhadap gamifikasi dan bagaimana gamifikasi tersebut berdampak pada intention of engagement dan brand attitude pengguna. Penelitian ini menggunakan pendekatan kuantitatif melalui penyebaran kuesioner menggunakan teknik purposive sampling terhadap pengguna Vidio Arcade di aplikasi Vidio. Data yang diperoleh dari penelitian ini sejumlah 121 responden dan dianalisis menggunakan analisis data SEM-PLS (Structural Equation Modelling – Partial Least Square) menggunakan aplikasi SmartPLS 4. Hasil dari penelitian ini menunjukkan bahwa brand attitude dipengaruhi oleh dimensi perceived usefulness dan variabel intention of engagement, kemudian intention of engagement dipengaruhi oleh dimensi perceived social influence dan perceived enjoyment. Dimensi perceived ease of use menjadi prediktor terlemah terhadap variabel brand attitude dan intention of engagement, diikutii oleh dimensi perceived usefulness yang tidak memengaruhi intention of engagement, serta dimensi perceived social influence dan perceived enjoyment yang tidak memengaruhi brand attitude pengguna.

The presence of gamification features in a technology platform plays a crucial role in increasing user engagement. Gamification has demonstrated its ability to foster engagement intentions and shape positive brand attitudes among users. This study aims to prove this case specifically in the Indonesian streaming video on demand (SVoD) which is growing from the media market, where globally there is a surge in revenue figures on digital streaming platforms. This research utilizes an extension of the Technology Acceptance Model (TAM), which includes the dimensions of perceived usefulness, perceived ease of use, perceived social influence, and perceived enjoyment, to measure the extent of user acceptance of gamification and how gamification impacts on intention of engagement and brand user attitude. This research uses a quantitative approach by distributing questionnaires using purposive sampling techniques to Vidio Arcade users. The data obtained from this research was 121 respondents and analyzed using SEM-PLS (Structural Equation Modeling - Partial Least Square) data analysis. Data processing uses the SmartPLS 4 application. The results of this research show that brand attitude is influenced by the dimensions of perceived usefulness and the intention of engagement variable, then the intention of engagement is influenced by the dimensions of perceived social influence and perceived enjoyment. The perceived ease of use dimension is the weakest predictor of the brand attitude and intention of engagement variables, followed by the perceived usefulness dimension which does not influence the intention of engagement, as well as perceived social influence and perceived enjoyment dimensions which do not influence the user's brand attitude."
Depok: Fakultas Ilmu Administrasi Universitas Indonesia, 2024
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UI - Skripsi Membership  Universitas Indonesia Library
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Sarah Kloer
"Perusahaan Traveloka ditantang untuk mempertahankan customer brand engagement dalam era transisi digital, salah satu caranya adalah melalui gamification dengan fitur Game Farm. Tujuan penelitian ini adalah untuk menganalisis pengaruh gamification terhadap customer brand engagement pada pengguna Traveloka Game Farm. Metode yang digunakan adalah pendekatan kuantitatif dengan kuesioner 177 responden yang memenuhi kriteria dengan teknik penarikan sampel secara purposive sampling yang merupakan bagian dari non-probability sampling. Pengolahan data menggunakan analisis statistik deskriptif dan analisis statistik inferensial dalam bentuk regresi sederhana serta regresi berganda untuk menentukan dimensi yang paling kuat dalam pengujian variabel. Hasil dari penelitian menunjukkan bahwa terdapat pengaruh gamification terhadap customer brand engagement pada pengguna Traveloka yang memakai fitur Game Farm. Penelitian ini juga menunjukkan hasil bahwa dimensi game components memiliki pengaruh yang paling kuat daripada dimensi game mechanics dan game dynamics.

Companies like Traveloka are challenged to retain customer brand engagement within the competitive digital transition era between other similar companies, one of which is through gamification in the form of Game Farm. The purpose of this research is to analyze how gamification affects customer brand engagement towards Traveloka Game Farm users. Within this research, the method used is a quantitative approach through a questionnaire spread towards 177 Traveloka respondents who have fulfilled the sampling criteria. The data collected from the survey is analyzed using descriptive statistical analysis as well as inferential statistical analysis through a simple regression analysis and multiple regression analysis to determine which dimension of the variable has the largest impact with the SPSS 20 software. The result of this research shows that gamification does affect customer brand engagement. Between gamification’s three dimensions, game components are the most significant compared to game mechanics and game dynamics dimensions."
Depok: Fakultas Ilmu Administrasi Universitas Indonesia, 2022
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UI - Skripsi Membership  Universitas Indonesia Library
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Rahmah Syafira
"Persaingan e-commerce di Indonesia mengharuskan perusahaan e-commerce untuk membuat strategi baru untuk dapat mempertahankan loyalitas konsumen. Gamification diyakini memiliki pengaruh yang kuat untuk dapat menarik dan melibatkan konsumen sehingga konsumen loyal terhadap sebuah e-commerce. Tesis ini membahas pengaruh gamification terhadap brand loyalty pada e-commerce di Indonesia melalui customer engagement sebagai variabel intervening dan customer satisfaction sebagai variabel moderating. Pendekatan yang digunakan dalam penelitian ini menggunakan pendekatan kuantitatif kepada 200 responden pengguna kuis Shopee.
Metode analisis data dilakukan dengan menggunakan analisis deskriptif dan analisis jalur. Dalam penelitian ini terdapat tiga model penelitian, yaitu pertama pengaruh gamification terhadap brand loyalty secara langsung, kedua pengaruh gamification terhadap brand loyalty melalui customer engagement sebagai variabel intervening dan ketiga pengaruh gamification terhadap brand loyalty melalui customer engagement sebagai variabel intervening dan customer satisfaction sebagai variabel moderating.
Hasil penelitian membuktikan gamification berpengaruh terhadap brand loyalty secara langsung; gamification berpengaruh terhadap brand loyalty melalui customer engagement sebagai variabel intervening; dan customer satisfaction tidak dapat memoderasi pengaruh antara customer engagement dengan brand loyalty. Pada praktiknya e-commerce dapat menerapkan gamification dengan menggunakan elemental tetrad model untuk meningkatkan loyalitas konsumen sehingga perusahaan dapat bersaing dan mengembangan bisnis. Selain itu, segmentasi responden dapat dipertimbangkan untuk mengukur karakteristik dari pengguna sebuah gamification sehingga dapat dijadikan acuan bagi perusahaan dalam penerapan tipe gamification yang tepat.

The competition of e-commerce in Indonesia requires e-commerce companies to create new strategies to be able to maintain consumer loyalty. Gamification is believed to have a strong influence to attract and engage consumers so that consumers are loyal to the e-commerce. This thesis discusses the effect of gamification on brand loyalty in e-commerce in Indonesia through customer engagement as an intervening variable and customer satisfaction as a moderating variable. The approach used in this study uses quantitative approach with 200 respondents Kuis Shopee users.
Data analysis method is done by using descriptive analysis and path analysis. In this study there are three research models, firstly the effect of gamification on brand loyalty directly, secondly the effect of gamification on brand loyalty through customer engagement as an intervening variable and thirdly the effect of gamification on brand loyalty through customer engagement as an intervening variable and customer satisfaction as a moderating variable.
The results of the study prove that gamification directly affects brand loyalty; gamification has an effect on brand loyalty through customer engagement as an intervening variable; and customer satisfaction cannot moderate the influence between customer engagement and brand loyalty. In practice e-commerce can apply gamification by using elemental tetrad model to increase consumer loyalty so that companies can compete and develop the business. In addition, segmentation of the respondent can be considered to measure the characteristics of gamification users so that it can be used as a reference for companies in applying the right type of gamification.
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Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2019
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UI - Tesis Membership  Universitas Indonesia Library
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Nadira Qanita
"Di Indonesia, ketatnya persaingan antar m-commerce membuat m-commerce berlomba-lomba menerapkan strategi pemasaran terbaik dan menarik demi meningkatkan gross merchandise value (GMV), dan menciptakan repeat purchase. Terlebih, konsumen Indonesia yang tergolong shifters menjadikannya ingin menikmati layanan berbelanja tidak hanya dari satu m-commerce. Retensi dan kontinuitas menjadi tantangan sendiri, sementara daily active users (DAU) menjadi faktor penting untuk mendorong GMV, yakni metrik yang krusial bagi kelangsungan m-commerce. Gamifikasi sebagai penerapan desain game ke dalam konteks non-game, menjadi strategi terkini bagi para m-commerce. Gamifikasi dalam m-commerce yang didesain memiliki insentif, memberi motivasi khusus untuk pengguna menggunakan kembali aplikasi berbelanja, sehingga memengaruhi DAU yang dapat menstimulasi tingginya GMV m-commerce. Untuk itu, penelitian ini dilakukan demi mengetahui faktor-faktor yang memengaruhi intention to engage in gamificaton, dan pengaruhnya terhadap brand attitude dan continuance intention dalam menggunakan aplikasi berbelanja. Penelitian didasari oleh technology acceptance model (TAM) dengan menambahkan variabel perceived social influence, satisfaction, dan continuance intention. Survei terhadap 590 presponden dilakukan melalui kuesioner terstruktur, dan data dianalisis menggunakan Structural Equation Method (SEM). Hasil yang diperoleh adalah perceived usefulness, perceived social influence, perceived enjoyment dari gamifikasi memiliki pengaruh terhadap intention to engage in gamification dan brand attitude serta intention to engage in gamification dan brand attitude memiliki pengaruh terhadap satisfaction dan continuance intention.

M-commerce competition in Indonesia is heating up, thus pushing m-commerce firms to redefine their strategies, make the best and the most interesting offering in order to acquire new customers, boost repeat purchase, and achieve desired gross merchandise value (GMV). Its no surprise that in Indonesia, customers tend to be shifters, means they enjoy shopping and interacting with several m-commerce, hence making them to be less-engage. With ever-expanding presence of m-commerce, the importance of engagement and continuity have never been greater. Engagement and continuity metrics vary, but in m-commerce, GMV metric provides insight into companys growth and sustainability. And measuring daily active users (DAU), represents how frequent shoppers using the m-commerce app that will affect its GMV valuation. Gamification is the application of game-thinking in non-game contexts, and has become a strategic imperative for business and marketing. Shopee using gamification to incentivize and indulge shoppers through structural rewards, that will drive engagement and re-usage (DAU) of the app. Therefore, this study aims to find out factors that affect intention to engage in gamification, and its influence on brand attitude and continuance intention in using Shopee as a gamified m-commerce app. This study exerts a technology acceptance model (TAM) with the addition of perceived social influence and perceived enjoyment to the original model. While intention to engage in gamification, brand attitude, and satisfaction predict continuance intention.  Data is collected through a structured questionnaire, and 590 valid responses are analyzed using validity and reliability test, continued by Structural Equation Method (SEM). Findings of this study reveal that perceived usefulness, perceived social influence, perceived enjoyment of gamification have influence on the intention to engage in gamification and brand attitude. Furthermore, intention to engage in gamification and brand attitude has an influence on satisfaction and continuance intention in using Shopee."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2019
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UI - Skripsi Membership  Universitas Indonesia Library
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Abigail Mutiara Eldhia
"Perkembangan teknologi memicu perubahan perilaku berbelanja konsumen menjadi lebih praktis dan e-commerce menjadi sebuah pilihan saluran berbelanja. Hal tersebut membuat e-commerce khususnya di Indonesia berlomba memberikan pelayanan dan penawaran terbaik bagi konsumen dengan terus mengembangkan inovasi. Salah satu inovasi yang dilakukan adalah mengimplementasikan gamification dalam aplikasi. Dengan gamification, komponen yang digunakan untuk proses desain game diaplikasikan ke konteks lingkup non-game yang dalam hal ini pada konteks e-commerce. Penelitian ini bertujuan untuk mengetahui bagaimana dinamika gamification dapat memengaruhi enjoyment konsumen dan lebih lanjut memberikan dampak pada online purchase intention. Variabel yang digunakan adalah 4 dinamika gamification (autonomy, rewards, absorption, competition), enjoyment, dan online purchase intention dari Cognitive Evaluation Theory. Desain penelitian yang digunakan adalah konklusif deskriptif dengan metode kuantitatif menggunakan self-administered questionnaire. Terdapat 254 responden berusia 18-55 tahun di Indonesia yang merupakan pengguna Shopee Games dalam enam bulan terakhir berpartisipasi dalam penelitian. Data dianalisis menggunakan Partial Least Squares Structural Equation Modeling (PLS-SEM) dan diolah dengan software SPSS serta SmartPLS. Hasil penelitian menunjukkan autonomy, rewards, dan absorption memiliki pengaruh terhadap enjoyment yang kemudian berpengaruh terhadap online purchase intention.

The growth of technology has prompted changes in consumer shopping behavior to become more practical and e-commerce has become an option both globally and in Indonesia. This makes e-commerce, especially in Indonesia, compete to provide the best services and offers for consumers by continuing to innovate. One of the innovations made is to implement gamification. With gamification, the components used for the game design process are applied in the context of the non-game, which in this case is on e-commerce. The purpose of this study was to find out how the gamification dynamics can affect consumer enjoyment and further impact online purchase intention. The research design is conclusive descriptive with quantitative methods using a self-administered questionnaire. There were 254 respondents aged 18-55 years in Indonesia who are Shopee Games users in the last six months participating in the research. Data were analyzed using Partial Least Squares - Structural Equation Modeling (PLS-SEM) and processed with SPSS and SmartPLS. The results show that autonomy, rewards, and absorption have an influence on enjoyment which then affects online purchase intention."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2022
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UI - Skripsi Membership  Universitas Indonesia Library
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Fadhlan Hafizh Permana
"Marketplace adalah wadah bagi para pebisnis yang ingin melakukan proses penjualan tanpa toko fisik dan dapat memberikan peluang bisnis yang fleksibel. Pada marketplace terdapat banyak penjual yang melakukan transaksi dibandingkan dengan e-commerce yang hanya memiliki satu penjual saja. Pengguna marketplace di Indonesia sudah cukup masif dengan jumlah revenue dari marketplace di Indonesia mencapai 27 miliar dollar dari segi user, jumlah user marketplace di Indonesia sudah mencapai 129,94 juta user. Pada aplikasi marketplace terdapat gamifikasi yang digunakan pengembang marketplace untuk meraih engagement dari penggunanya. Gamifikasi sendiri merupakan sebuah teknik pengambilan elemen-elemen yang ada pada sebuah game ke aplikasi non-game. Pengimplementasian gamifikasi pada marketplace belum diteliti apakah gamifikasi yang sudah dikembangkan memiliki dampak positif terhadap penggunanya. Penelitian ini dilakukan untuk mengetahui dampak masing-masing kategori dari gamifikasi terhadap setiap dimensi yang ada pada brand engagement. Kategori yang diteliti pada penelitian ini adalah gamifikasi yang bersifat immersion, achievement serta social. Penelitian ini dianalisis dengan menggunakan metode partial least square structural equation modelling (PLS-SEM) dengan survei virtual yang diisi oleh 484 responden. Hasil dari penelitian ini menunjukan bahwa setiap kategori gamifikasi (immersion, achievement dan social memiliki dampak yang berbeda-beda. Kategori gamifikasi achievement mempengaruhi semua dimensi dari brand engagement sedangkan kategori immersion tidak mempengaruhi dimensi emotional dan kategori social hanya mempengaruhi dimensi sosial dan cognitive dari brand engagement. Hasil penelitian ini diharapkan dapat membantu para pengembang marketplace dalam mengevaluasi setiap pengimplementasian gamifikasi kedepannya.

A marketplace is a place where customers can search for goods or products that match their capacity. The market for Indonesia's marketplace is already huge, as evidenced by the number of marketplace users reaching 129.94 million users. Marketplaces in Indonesia have implemented several gamification features such as badges, levels, rewards, etc. Gamification is used because it has been shown to have a positive impact on its users. One of the positive effects of gamification is increased sales to a brand after gamification is implemented. The implementation of gamification can also affect engagement between brands and their users. This research was conducted to examine the effect of brand engagement and gamification. This research examines the impact of three gamification categories, namely immersion, achievement, and social, on dimensions of brand engagement such as cognitive, social, emotional, and behavioral. Apart from the influence of brand engagement and gamification, this research also looks at the impact between brand engagement and brand awareness. This research was conducted on 484 respondents and processed using the PLS-SEM method. This study indicates that each gamification category has a different impact on the dimensions of brand engagementThe results of this study are expected to assist marketplace developers in evaluating any future implementation of gamification."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2021
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