Mutia Fadhila Putri, A. Hidayanto, E. S. Negara, N. Budi, P. Utari, Z. Abidin
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引用次数: 8
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(U&G) perspectives. U&G 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).
自BI以来,印尼的移动支付趋势迅速发展,因为印尼央行发起了一项名为“Gerakan Nasional Non Tunai”(全国无现金运动)的运动。这一运动推动了几个移动支付系统的出现,其中GO-JEK的GO-PAY主导了市场。本文旨在通过使用和满足(U&G)的视角,探讨GO-PAY用户使用游戏化这一忠诚计划的动机。U&G的观点被成功地用于识别影响持续使用各种媒体的因素,但其在移动支付环境中的应用仍然有限。我们的研究结果揭示了三种类型的满足对用户继续使用GO-PAY的动机有显著影响:享乐满足(感知到的享受和打发时间)、功利满足(易用性、自我呈现、信息质量和经济奖励)和社会满足(社会价值)。