TY - GEN
T1 - Gratification Sought in Gamification on Mobile Payment
AU - Putri, Mutia Fadhila
AU - Hidayanto, Achmad Nizar
AU - Negara, Edi Surya
AU - Budi, Nur Fitriah Ayuning
AU - Utari, Prahastiwi
AU - Abidin, Zaenal
PY - 2019/10
Y1 - 2019/10
N2 - The trend of mobile payment in Indonesia is rapidly growing since BI as Indonesia's central bank has initiated a movement called 'Gerakan Nasional Non Tunai' (national cashless movement). this movement drove the emergence of several mobile payment systems, with GO-PAY from GO-JEK dominates the market. this paper aims to explore the motives of GO-PAY users in using gamification, as one of the loyalty programs, by using uses and gratification(UG) perspectives. UG perspectives was successfully implemented to identify the factors that effect on continuous intention to use a variety of media, but its application in mobile payment context is still limited. our results revealed three types of gratification that have significant impacts on user motivation to continue to use GO-PAY: hedonic gratification (perceived enjoyment and passing the time), utilitarian gratification (ease of use, self-presentation, information quality, and economic rewards), and social gratification (social value).
AB - The trend of mobile payment in Indonesia is rapidly growing since BI as Indonesia's central bank has initiated a movement called 'Gerakan Nasional Non Tunai' (national cashless movement). this movement drove the emergence of several mobile payment systems, with GO-PAY from GO-JEK dominates the market. this paper aims to explore the motives of GO-PAY users in using gamification, as one of the loyalty programs, by using uses and gratification(UG) perspectives. UG perspectives was successfully implemented to identify the factors that effect on continuous intention to use a variety of media, but its application in mobile payment context is still limited. our results revealed three types of gratification that have significant impacts on user motivation to continue to use GO-PAY: hedonic gratification (perceived enjoyment and passing the time), utilitarian gratification (ease of use, self-presentation, information quality, and economic rewards), and social gratification (social value).
KW - gamification
KW - go-pay
KW - mobile payment
KW - uses and gratification
UR - http://www.scopus.com/inward/record.url?scp=85081098198&partnerID=8YFLogxK
U2 - 10.1109/ICICoS48119.2019.8982424
DO - 10.1109/ICICoS48119.2019.8982424
M3 - Conference contribution
T3 - ICICOS 2019 - 3rd International Conference on Informatics and Computational Sciences: Accelerating Informatics and Computational Research for Smarter Society in The Era of Industry 4.0, Proceedings
BT - ICICOS 2019 - 3rd International Conference on Informatics and Computational Sciences
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 3rd International Conference on Informatics and Computational Sciences, ICICOS 2019
Y2 - 29 October 2019 through 30 October 2019
ER -