Gratification Sought in Gamification on Mobile Payment

Mutia Fadhila Putri, Achmad Nizar Hidayanto, Edi Surya Negara, Nur Fitriah Ayuning Budi, Prahastiwi Utari, Zaenal Abidin

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

2 Citations (Scopus)

Abstract

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).

Original languageEnglish
Title of host publicationICICOS 2019 - 3rd International Conference on Informatics and Computational Sciences
Subtitle of host publicationAccelerating Informatics and Computational Research for Smarter Society in The Era of Industry 4.0, Proceedings
PublisherInstitute of Electrical and Electronics Engineers Inc.
ISBN (Electronic)9781728146102
DOIs
Publication statusPublished - Oct 2019
Event3rd International Conference on Informatics and Computational Sciences, ICICOS 2019 - Semarang, Indonesia
Duration: 29 Oct 201930 Oct 2019

Publication series

NameICICOS 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

Conference

Conference3rd International Conference on Informatics and Computational Sciences, ICICOS 2019
CountryIndonesia
CitySemarang
Period29/10/1930/10/19

Keywords

  • gamification
  • go-pay
  • mobile payment
  • uses and gratification

Fingerprint Dive into the research topics of 'Gratification Sought in Gamification on Mobile Payment'. Together they form a unique fingerprint.

Cite this