PROPOSED GAMIFICATION STRATEGY FOR GARUDAMILES IN RESPONSE TO COVID-19 PANDEMIC

The loyalty program (LP) has evolved into a primary revenue generator. Despite the initiatives taken by Garuda Indonesia, the earning and redemption mileage transactions decreased by 70.56% in 2020. Such decline was due to the COVID-19 pandemic. One strategy to improve the loyalty program engagement...

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Main Author: Argha Yuwana, Kemal
Format: Theses
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/57614
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:57614
spelling id-itb.:576142021-08-25T13:21:11ZPROPOSED GAMIFICATION STRATEGY FOR GARUDAMILES IN RESPONSE TO COVID-19 PANDEMIC Argha Yuwana, Kemal Indonesia Theses Airline, Covid-19, Gamification, Loyalty Program INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/57614 The loyalty program (LP) has evolved into a primary revenue generator. Despite the initiatives taken by Garuda Indonesia, the earning and redemption mileage transactions decreased by 70.56% in 2020. Such decline was due to the COVID-19 pandemic. One strategy to improve the loyalty program engagement is by applying gamification but the current GarudaMiles only have tiers and points system which means the degree of gamification is low. In response to that, this final project proposes to formulate the gamification strategy for the GarudaMiles to improve its attractiveness. This study applies a quantitative method approach with respondents who amounted to 1,880 through an electronic survey by Google form. As GarudaMiles’ business issue is to broader their market and increases the activity, the suitable strategy is a broad differentiation strategy. To do that, focusing on the value drivers is the most systematic approach that a company can take. Based on the business situation and GarudaMiles business issue, gamification should focus on product features and performance as the value driver. The target customers for GarudaMiles gamification are members in Silver to Platinum tiers which contribute to 80% total revenue of GarudaMiles. As for the target market, gamification should also consider the non-flight segment as it contributes 42% in 2020. The member segmentation that related to the gamification strategy based on this research is a simple game based on traveling, culinary, and activity players who prefer mileage, class upgrade, and tier upgrade as the reward. For the game feature, respondents chose reward, random reward, level, progress bar, and points as the main motivators in gamified GarudaMiles. 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 The loyalty program (LP) has evolved into a primary revenue generator. Despite the initiatives taken by Garuda Indonesia, the earning and redemption mileage transactions decreased by 70.56% in 2020. Such decline was due to the COVID-19 pandemic. One strategy to improve the loyalty program engagement is by applying gamification but the current GarudaMiles only have tiers and points system which means the degree of gamification is low. In response to that, this final project proposes to formulate the gamification strategy for the GarudaMiles to improve its attractiveness. This study applies a quantitative method approach with respondents who amounted to 1,880 through an electronic survey by Google form. As GarudaMiles’ business issue is to broader their market and increases the activity, the suitable strategy is a broad differentiation strategy. To do that, focusing on the value drivers is the most systematic approach that a company can take. Based on the business situation and GarudaMiles business issue, gamification should focus on product features and performance as the value driver. The target customers for GarudaMiles gamification are members in Silver to Platinum tiers which contribute to 80% total revenue of GarudaMiles. As for the target market, gamification should also consider the non-flight segment as it contributes 42% in 2020. The member segmentation that related to the gamification strategy based on this research is a simple game based on traveling, culinary, and activity players who prefer mileage, class upgrade, and tier upgrade as the reward. For the game feature, respondents chose reward, random reward, level, progress bar, and points as the main motivators in gamified GarudaMiles.
format Theses
author Argha Yuwana, Kemal
spellingShingle Argha Yuwana, Kemal
PROPOSED GAMIFICATION STRATEGY FOR GARUDAMILES IN RESPONSE TO COVID-19 PANDEMIC
author_facet Argha Yuwana, Kemal
author_sort Argha Yuwana, Kemal
title PROPOSED GAMIFICATION STRATEGY FOR GARUDAMILES IN RESPONSE TO COVID-19 PANDEMIC
title_short PROPOSED GAMIFICATION STRATEGY FOR GARUDAMILES IN RESPONSE TO COVID-19 PANDEMIC
title_full PROPOSED GAMIFICATION STRATEGY FOR GARUDAMILES IN RESPONSE TO COVID-19 PANDEMIC
title_fullStr PROPOSED GAMIFICATION STRATEGY FOR GARUDAMILES IN RESPONSE TO COVID-19 PANDEMIC
title_full_unstemmed PROPOSED GAMIFICATION STRATEGY FOR GARUDAMILES IN RESPONSE TO COVID-19 PANDEMIC
title_sort proposed gamification strategy for garudamiles in response to covid-19 pandemic
url https://digilib.itb.ac.id/gdl/view/57614
_version_ 1822930516382318592