TY - GEN
T1 - Ranking of Game Mechanics for Gamification in Mobile Payment Using AHP-TOPSIS
T2 - 3rd International Conference on Informatics and Computational Sciences, ICICOS 2019
AU - Putri, Mutia Fadhila
AU - Hidayanto, Achmad Nizar
AU - Negara, Edi Surya
AU - Abidin, Zaenal
AU - Utari, Prahastiwi
AU - Budi, Nur Fitriah Ayuning
PY - 2019/10
Y1 - 2019/10
N2 - Game mechanics are the most visible part of gamification that designed for interaction with the game state to produce an engaging experience. In a product with gamification, choosing the game mechanics has become the primary focus because it must be appropriate with the product goal. This study aims to investigate the most suitable game mechanics for gamification in mobile payment. AHP-TOPSIS methods used for the process of ranking and selecting the best game mechanics. The criteria and sub-criteria have been determined based on the Uses and Gratification perspective. Hedonic, utilitarian, and social gratification identified as criteria. While enjoyment, passing the time, ease of use, self-presentation, information quality, economic rewards, social value, and social interaction identified as sub-criteria. The questionnaire consists of pairwise comparison, and compatibility assessment of criteria and sub-criteria was conduct and distribute to collecting data from respondents. The results from the processes of AHP-TOPSIS identified feedback as the most suitable game mechanics for gamification in mobile payment. The consistency ratio from consistency checking is CR= 0.013514, and this is acceptable as consistent with the value of CR< 0. 1.
AB - Game mechanics are the most visible part of gamification that designed for interaction with the game state to produce an engaging experience. In a product with gamification, choosing the game mechanics has become the primary focus because it must be appropriate with the product goal. This study aims to investigate the most suitable game mechanics for gamification in mobile payment. AHP-TOPSIS methods used for the process of ranking and selecting the best game mechanics. The criteria and sub-criteria have been determined based on the Uses and Gratification perspective. Hedonic, utilitarian, and social gratification identified as criteria. While enjoyment, passing the time, ease of use, self-presentation, information quality, economic rewards, social value, and social interaction identified as sub-criteria. The questionnaire consists of pairwise comparison, and compatibility assessment of criteria and sub-criteria was conduct and distribute to collecting data from respondents. The results from the processes of AHP-TOPSIS identified feedback as the most suitable game mechanics for gamification in mobile payment. The consistency ratio from consistency checking is CR= 0.013514, and this is acceptable as consistent with the value of CR< 0. 1.
KW - AHP
KW - game mechanics
KW - gamification
KW - TOPSIS
KW - uses and gratification
UR - http://www.scopus.com/inward/record.url?scp=85081097849&partnerID=8YFLogxK
U2 - 10.1109/ICICoS48119.2019.8982458
DO - 10.1109/ICICoS48119.2019.8982458
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.
Y2 - 29 October 2019 through 30 October 2019
ER -