Open Innovation: Analisis Gamification terhadap Intention Of Engagement dan Brand Attitude

Caroline Felita, Retno Kusumastuti Hardjono
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引用次数: 1

Abstract

This study aims to analyze the effect of gamification on the intention of engagement and brand attitude. This study also aims to identify and analyze user involvement in gamification activities as an open innovation process in the field of marketing. Questionnaires were distributed to 170 respondents and analyzed using SEM-PLS. The results of this study are the dimensions of perceived enjoyment have a positive and significant effect on the intention of engagement and brand attitude. The dimensions of perceived usefulness and perceived social influence only affect brand attitude. The perceived ease of use has no significant effect on the intention of engagement and brand attitude. In the context of user participation in open innovation, collaboration between users and Shopee does not seem to have a strong level of involvement. In the protection dimension, all games presented at Shopee Games have met the element of protection of intellectual property, which indicates an element of unique ideation as part of the sustainability of open innovation practices.
开放式创新:分析游戏化、参与意向和品牌态度
本研究旨在分析游戏化对参与意向和品牌态度的影响。本研究还旨在识别和分析用户参与游戏化活动作为一个开放的创新过程在营销领域。调查问卷共170份,采用SEM-PLS进行分析。本研究结果表明,感知享受维度对参与意向和品牌态度具有显著的正向影响。感知有用性和感知社会影响力维度仅影响品牌态度。感知易用性对参与意向和品牌态度均无显著影响。在用户参与开放式创新的背景下,用户与Shopee之间的合作似乎没有很强的参与性。在保护方面,所有在Shopee games展出的游戏都符合知识产权保护的要素,这表明作为开放式创新实践可持续性的一部分,独特的创意元素。
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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