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Gratification Sought in Gamification on Mobile Payment

机译:在移动支付上寻求的游戏求助

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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).
机译:由于印度尼西亚的央行开始了一个名为“Gerakan Nasional Nonai”(National无现金运动),因此印度尼西亚移动支付的趋势正在迅速增长。这场运动推动了几种移动支付系统的出现,Go-Jek的Go-Pay占据了市场。本文旨在利用使用和满足(U&G)的观点来探讨使用Gamification的Go-Pay用户作为忠诚度计划之一的动机。成功实施了U&G的观点,以确定对使用各种媒体的持续意图影响的因素,但其在移动支付上下文中的应用仍然有限。我们的结果揭示了三种类型的满足感,对用户动机进行了重大影响,以继续使用Go-Pay:蜂鸟满足(感知享受和经过时间),功利的满足(易用,自我介绍,信息质量和经济奖励)和社会满足(社会价值)。

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