THE APPLICATION OF GAMIFICATION AS A STRATEGY TOWARDS CUSTOMER ENGAGEMENT AND CUSTOMER LOYALTY FACTORS ON GOJEK

In this era, technology development gave big impact to the business and disrupting many businesses. With that, many businesses using the new method of marketing to adapt with the technology development and to be sustain in the business in the disrupting era. One of the marketing strategy to engage c...

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Main Author: Rachman, Arief
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/49474
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:49474
spelling id-itb.:494742020-09-16T17:22:33ZTHE APPLICATION OF GAMIFICATION AS A STRATEGY TOWARDS CUSTOMER ENGAGEMENT AND CUSTOMER LOYALTY FACTORS ON GOJEK Rachman, Arief Indonesia Final Project Gamification, Customer Engagement, Customer Loyalty, Gojek. INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/49474 In this era, technology development gave big impact to the business and disrupting many businesses. With that, many businesses using the new method of marketing to adapt with the technology development and to be sustain in the business in the disrupting era. One of the marketing strategy to engage customer is gamification. Gamification is creating game experience to the customer in the non-game context. Business use gamification as a strategy to increase the engagement and loyalty of the customer. One of the company that using gamification program in Indonesia is Gojek. Gojek creating gamification program through their Go-Points and Mission program in the application. In order to create engagement and loyalty from their customer, Gojek applied the elements of gamification which are challenges, points and reward system. Hence, the customer could interest and involved in Gojek’s gamification program. This research objective is to know the effect of gamification as marketing strategy towards customer engagement and customer loyalty on Gojek. The approach of this research is using quantitative approach by distributing online survey to 232 respondents who are using Gojek’s gamification program in Jakarta and Bekasi, aged 20-35 years old. The model of this study is based on the previous study of gamification. The result of online survey assessed with PLS-SEM approach by SmartPLS software. The result of this study revealed that from all of the 7 hypothesis are accepted. The findings indicate that gamification has a significance positive influence towards customer engagement and customer loyalty directly or indirectly. text
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
description In this era, technology development gave big impact to the business and disrupting many businesses. With that, many businesses using the new method of marketing to adapt with the technology development and to be sustain in the business in the disrupting era. One of the marketing strategy to engage customer is gamification. Gamification is creating game experience to the customer in the non-game context. Business use gamification as a strategy to increase the engagement and loyalty of the customer. One of the company that using gamification program in Indonesia is Gojek. Gojek creating gamification program through their Go-Points and Mission program in the application. In order to create engagement and loyalty from their customer, Gojek applied the elements of gamification which are challenges, points and reward system. Hence, the customer could interest and involved in Gojek’s gamification program. This research objective is to know the effect of gamification as marketing strategy towards customer engagement and customer loyalty on Gojek. The approach of this research is using quantitative approach by distributing online survey to 232 respondents who are using Gojek’s gamification program in Jakarta and Bekasi, aged 20-35 years old. The model of this study is based on the previous study of gamification. The result of online survey assessed with PLS-SEM approach by SmartPLS software. The result of this study revealed that from all of the 7 hypothesis are accepted. The findings indicate that gamification has a significance positive influence towards customer engagement and customer loyalty directly or indirectly.
format Final Project
author Rachman, Arief
spellingShingle Rachman, Arief
THE APPLICATION OF GAMIFICATION AS A STRATEGY TOWARDS CUSTOMER ENGAGEMENT AND CUSTOMER LOYALTY FACTORS ON GOJEK
author_facet Rachman, Arief
author_sort Rachman, Arief
title THE APPLICATION OF GAMIFICATION AS A STRATEGY TOWARDS CUSTOMER ENGAGEMENT AND CUSTOMER LOYALTY FACTORS ON GOJEK
title_short THE APPLICATION OF GAMIFICATION AS A STRATEGY TOWARDS CUSTOMER ENGAGEMENT AND CUSTOMER LOYALTY FACTORS ON GOJEK
title_full THE APPLICATION OF GAMIFICATION AS A STRATEGY TOWARDS CUSTOMER ENGAGEMENT AND CUSTOMER LOYALTY FACTORS ON GOJEK
title_fullStr THE APPLICATION OF GAMIFICATION AS A STRATEGY TOWARDS CUSTOMER ENGAGEMENT AND CUSTOMER LOYALTY FACTORS ON GOJEK
title_full_unstemmed THE APPLICATION OF GAMIFICATION AS A STRATEGY TOWARDS CUSTOMER ENGAGEMENT AND CUSTOMER LOYALTY FACTORS ON GOJEK
title_sort application of gamification as a strategy towards customer engagement and customer loyalty factors on gojek
url https://digilib.itb.ac.id/gdl/view/49474
_version_ 1822000396119310336