Gamification Reward in Indonesia's e-wallet Market

L. Sanny, Irene Iskandar, Beni Widarman bin Yus Kelana
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Abstract

There is a growing trend of implementing a reward program in e-wallet market in Indonesia with a gamification concept. Understanding innovation adoption towards program can help to see the program performance from users' perspective. The objective of this research to investigate users' innovation and adoption towards the reward program with perceived attributes of innovation from Diffusion of Innovation (DOI) theory by using Exploratory Factor Analysis and Binary Logistic Regression and using the demographic variables to see the association between those variables towards the innovation adoption. This study is done by conducting a cross-sectional survey of 697 users in Indonesia to represent Indonesia's market. Among all variables, Relative Advantage, Compatibility and Trialability significantly influence the innovation adoption. This research results can help e-wallet company to determine the next move by considering the program's innovation adoption.
印度尼西亚电子钱包市场的游戏化奖励
在印度尼西亚的电子钱包市场上,越来越多的人采用游戏化概念来实施奖励计划。理解对程序的创新采用可以帮助我们从用户的角度来看待程序的性能。本研究的目的是利用探索性因子分析和二元Logistic回归,从创新扩散(DOI)理论出发,考察用户对具有感知创新属性的奖励方案的创新和采用情况,并利用人口统计学变量考察这些变量对创新采用的关系。本研究通过对印度尼西亚697名用户进行横断面调查来完成,以代表印度尼西亚的市场。在各变量中,相对优势、兼容性和可试性显著影响创新采用。这一研究结果可以帮助电子钱包公司通过考虑程序的创新采用来确定下一步的行动。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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