游戏化在移动支付中的应用

Mutia Fadhila Putri, A. Hidayanto, E. S. Negara, N. Budi, P. Utari, Z. Abidin
{"title":"游戏化在移动支付中的应用","authors":"Mutia Fadhila Putri, A. Hidayanto, E. S. Negara, N. Budi, P. Utari, Z. Abidin","doi":"10.1109/ICICoS48119.2019.8982424","DOIUrl":null,"url":null,"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).","PeriodicalId":105407,"journal":{"name":"2019 3rd International Conference on Informatics and Computational Sciences (ICICoS)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"8","resultStr":"{\"title\":\"Gratification Sought in Gamification on Mobile Payment\",\"authors\":\"Mutia Fadhila Putri, A. Hidayanto, E. S. Negara, N. Budi, P. Utari, Z. Abidin\",\"doi\":\"10.1109/ICICoS48119.2019.8982424\",\"DOIUrl\":null,\"url\":null,\"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).\",\"PeriodicalId\":105407,\"journal\":{\"name\":\"2019 3rd International Conference on Informatics and Computational Sciences (ICICoS)\",\"volume\":\"8 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"8\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2019 3rd International Conference on Informatics and Computational Sciences (ICICoS)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICICoS48119.2019.8982424\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2019 3rd International Conference on Informatics and Computational Sciences (ICICoS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICICoS48119.2019.8982424","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 8

摘要

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)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gratification Sought in Gamification on Mobile Payment
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).
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信