IMPACT OF GAMIFICATION IMPLEMENTATION IN THE E-MARKETPLACE INDUSTRY ON INDONESIAN GEN Z

The research study purpose is to explore how gamification implementation in the e-marketplace industry has an effect on the gen z in Indonesia as the customer, towards the customer loyalty, purchase intention, and the engagement of the customer in the platform caused by the gamification. The researc...

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Main Author: Ulhaq Ahmad, Zia
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/70070
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:70070
spelling id-itb.:700702022-12-23T15:31:30ZIMPACT OF GAMIFICATION IMPLEMENTATION IN THE E-MARKETPLACE INDUSTRY ON INDONESIAN GEN Z Ulhaq Ahmad, Zia Indonesia Final Project Gamifications, Marketing Strategy, E-Marketplace, Indonesian Gen Z, Customer Loyalty, Customer Engagement, Customer Purchase Intention INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/70070 The research study purpose is to explore how gamification implementation in the e-marketplace industry has an effect on the gen z in Indonesia as the customer, towards the customer loyalty, purchase intention, and the engagement of the customer in the platform caused by the gamification. The research was done by using interpretivism as well as abduction technique considering the changes in character of viewpoints and its dynamic. The technique that is being used is intended to help the researcher with the comprehension of many interpretations from the answers of the interviews regarding customers and users viewpoints on gamification and its implementation. In this study, the researcher is looking through the lens of the respondents or the interviewee as the source of data, and the approach that is being performed to analyse the data is the comparison approach. This study information also has been gathered by documents collection, reports, and data collection from the interviewee or respondents of the study who all provided the needed information. Following the study, it has been discovered that the themes of the study includes the general opinion of the gamification, the purchase intention, and the engagement of the customers in the platform that uses and implements the gamification. Finally, it has been found in this study that from the user’s perspective, their general opinion of the gamification concept as well as the correlation between gamification and purchase intentions, as well as customer engagement are positive. Furthermore, In Indonesia for the gen Z, gamification does not have a big impact on how they use a platform, therefore in conclusion it does not yet have a big of an impact in affecting customer loyalty to a platform. 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 research study purpose is to explore how gamification implementation in the e-marketplace industry has an effect on the gen z in Indonesia as the customer, towards the customer loyalty, purchase intention, and the engagement of the customer in the platform caused by the gamification. The research was done by using interpretivism as well as abduction technique considering the changes in character of viewpoints and its dynamic. The technique that is being used is intended to help the researcher with the comprehension of many interpretations from the answers of the interviews regarding customers and users viewpoints on gamification and its implementation. In this study, the researcher is looking through the lens of the respondents or the interviewee as the source of data, and the approach that is being performed to analyse the data is the comparison approach. This study information also has been gathered by documents collection, reports, and data collection from the interviewee or respondents of the study who all provided the needed information. Following the study, it has been discovered that the themes of the study includes the general opinion of the gamification, the purchase intention, and the engagement of the customers in the platform that uses and implements the gamification. Finally, it has been found in this study that from the user’s perspective, their general opinion of the gamification concept as well as the correlation between gamification and purchase intentions, as well as customer engagement are positive. Furthermore, In Indonesia for the gen Z, gamification does not have a big impact on how they use a platform, therefore in conclusion it does not yet have a big of an impact in affecting customer loyalty to a platform.
format Final Project
author Ulhaq Ahmad, Zia
spellingShingle Ulhaq Ahmad, Zia
IMPACT OF GAMIFICATION IMPLEMENTATION IN THE E-MARKETPLACE INDUSTRY ON INDONESIAN GEN Z
author_facet Ulhaq Ahmad, Zia
author_sort Ulhaq Ahmad, Zia
title IMPACT OF GAMIFICATION IMPLEMENTATION IN THE E-MARKETPLACE INDUSTRY ON INDONESIAN GEN Z
title_short IMPACT OF GAMIFICATION IMPLEMENTATION IN THE E-MARKETPLACE INDUSTRY ON INDONESIAN GEN Z
title_full IMPACT OF GAMIFICATION IMPLEMENTATION IN THE E-MARKETPLACE INDUSTRY ON INDONESIAN GEN Z
title_fullStr IMPACT OF GAMIFICATION IMPLEMENTATION IN THE E-MARKETPLACE INDUSTRY ON INDONESIAN GEN Z
title_full_unstemmed IMPACT OF GAMIFICATION IMPLEMENTATION IN THE E-MARKETPLACE INDUSTRY ON INDONESIAN GEN Z
title_sort impact of gamification implementation in the e-marketplace industry on indonesian gen z
url https://digilib.itb.ac.id/gdl/view/70070
_version_ 1822006206350229504