Gamifikasi telah diimplementasikan pada program loyalitas pengguna mobile payment di Indonesia. Namun penelitian yang secara spesifik membahas gamifikasi pada mobile payment di Indonesia belum banyak ditemukan. Saat ini penggunaan gamifikasi pada mobile payment masih terbatas dalam bentuk points dan rewards. Pada perjalannya, gamifikasi yang diterapkan mulai tidak sejalan dengan tujuannya. Para pengguna tidak merasakan keuntungan dan kepuasan dari penggunaan gamifikasi pada mobile payment. Penelitian ini akan mengeksplorasi faktor yang mempengaruhi penggunaan gamifikasi pada mobile payment, dan melakukan perancangan gamifikasi yang sesuai untuk mobile payment dengan berbasiskan Uses and Gratification Theory (UGT) dan pendekatan Design Science Research (DSR). Thamatic analysis dilakukan untuk mengidentifikasi faktor yang mempengaruhi penggunaan gamifikasi pada mobile payment. Setelah faktor diidentifikasi dilakukan confirmatory analysis dengan menggunakan metode structural equation modelling (SEM). Hasil penelitian ini menyimpulkan bahwa, enjoyment, passing time, ease of use, self-presentation, economic rewards, dan social interaction menjadi faktor yang berpengaruh terhadap penggunaan gamifikasi pada mobile payment. Faktor-faktor yang telah dikonfirmasi digunakan sebagai kriteria dan sub-kriteria pemilihan elemen gamifikasi yang dilakukan dengan teknik AHP-TOPSIS. Pengembangan prototipe dilakukan dan kemudian dievaluasi dengan kuesioner SUS yang memperoleh SUS score 84 dan Adjactive Rating Good sehingga dapat disimpulkan bahwa prototipe yang dikembangkan dapat diterima, dimengerti dan memuaskan pengguna.
Gamification has been implemented in the mobile payment customer loyalty program. However, the research that investigates gamification explicitly on mobile payment in Indonesia is still hard to find. Currently, the use of gamification on mobile payments is still limited in the form of points and rewards. On its journey, the gamification applied is not in line with its purpose. Users do not feel the benefits and satisfaction of using gamification on mobile payments. This study will explore the factors that influence the use of gamification on mobile payments, and design gamification suitable for mobile payments based on Uses and Gratification Theory (UGT) and the Design Science Research (DSR) approach. Thematic analysis carried out to identify factors that influence the use of gamification on mobile payments. After the factors identified, a confirmatory analysis performed using the structural equation modeling (SEM) method. This study identified seven factors like enjoyment, passing time, ease of use, self-presentation, economic rewards, and social interaction that significantly influence the use of gamification on mobile payments. The factors that have been confirmed are then used as criteria and sub-criteria for selection game elements using the AHP-TOPSIS technique. The development of the prototype done and then evaluated using the SUS questionnaire, which obtained SUS score 84 with Adjective Rating Good. Based on these results, it can be concluded that the prototype developed was acceptable, understood, and satisfying the user.
"Peningkatan ke layanan premium di electronic wallet (e-wallet) membutuhkan informasi pribadi pengguna seperti kartu tanda penduduk (KTP). Dengan banyaknya isu privasi yang terjadi, penelitian terkait privasi informasi di konteks e-wallet dan mobile payment justru masih jarang. Penelitian ini menganalisis faktor-faktor yang memengaruhi privacy concerns pada peningkatan ke layanan premium e-wallet dengan basis model antecedents–privacy concerns–outcomes (APCO) lalu meninjau fenomena privacy paradox melalui teori privacy calculus. Model diuji menggunakan metode covariance-based structural equation modeling (CB-SEM) dengan data survei yang terkumpul dari 804 pengguna e-wallet Indonesia. Hasil penelitian ini menunjukkan bahwa privacy awareness, information sensitivity, privacy policy, dan trust berpengaruh secara signifikan terhadap privacy concerns pengguna. Lalu, trust, perceived benefits, dan privacy concerns berpengaruh secara signifikan terhadap intention to upgrade ke layanan premium. Penelitian ini juga menemukan bukti empiris fenomena privacy paradox yang disebabkan oleh hubungan yang lebih kuat antara perceived benefits dengan intention to upgrade dibandingkan privacy concerns dengan intention to upgrade. Penelitian ini memperdalam pengetahuan dalam konteks e-wallet dan mobile payment dengan memperkenalkan layanan premium serta memberikan wawasan terkait perilaku privasi pengguna.
Premium services upgrade in electronic wallets (e-wallets) requires the user’s personal information such as identity cards. With so many privacy issues occurring, research related to information privacy in the context of e-wallet and mobile payment is still scarce. This study analyzes the factors that affect privacy concerns in upgrading to premium e-wallet services on the antecedents–privacy concerns–outcomes (APCO) model and then examines the privacy paradox phenomenon using the privacy calculus theory. The model was tested using the covariance-based structural equation modeling (CB-SEM) method with survey data collected from 804 Indonesian e-wallet users. The results of this study indicate that privacy awareness, information sensitivity, privacy policy, and trust significantly affect privacy concerns. Furthermore, trust, perceived benefits, and privacy concerns significantly affect the intention to upgrade into premium services. This study also found empirical evidence of the privacy paradox phenomenon caused by a stronger relationship between perceived benefits and intention to upgrade compared to privacy concerns with the intention to upgrade. This study deepens the body of knowledge in the context of e-wallet and mobile payment by introducing premium services and also provides insight related to its users’ privacy behavior.
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