Earticle

현재 위치 Home

Gamification on Mobile Payment Application : Uses and Gratification Perspective

첫 페이지 보기
  • 발행기관
    한국경영정보학회 바로가기
  • 간행물
    Asia Pacific Journal of Information Systems KCI 등재 SCOPUS 바로가기
  • 통권
    제32권 제4호 (2022.12)바로가기
  • 페이지
    pp.750-769
  • 저자
    Mutia Fadhila Putri, Ratna Juita, Achmad Nizar Nidayanto, Dedi I. Inan
  • 언어
    영어(ENG)
  • URL
    https://www.earticle.net/Article/A423716

※ 기관로그인 시 무료 이용이 가능합니다.

5,500원

원문정보

초록

영어
Indonesia has the largest potential mobile payment (m-payment) market in Southeast Asia. The government has realised this through Government’s National Non-Cash Movement to increase its adoption. This is then followed up by advocating its adoption massively. However, for this movement to be a success, ensuring its continued use is critical. Various studies have attempted to contribute to this issue. Incorporating game elements into the application that brings benefits and satisfaction to its user is envisaged as one of the most feasible ways. This study, therefore, sets out to investigate the effects of gamification on the m-payment application, which drive the intention to continued use by employing the Uses dan Gratification Theory (UGT). A total of 826 m-payment users were gathered to be analysed using Structural Equation Modelling. The results show that utilitarian, hedonic and social gratifications have significant effects on the continuance usage intention of m-payment. Theoretically, this study contributes to the literature by showing that gamification applied in the payment significantly affects the m-payment continuance usage intention. Practically, this research informs the m-payment providers to maintain the gamification elements in their applications to ensure their sustainable use. Limitations and future research directions are also discussed.

목차

ABSTRACT
Ⅰ. Introduction
Ⅱ. Theoretical Background
2.1. M-payment
2.2. Gamification in M-payment
2.3. Uses and Gratification Theory (UGT)
Ⅲ. Research Model and Hypothesis Development
3.1. Research Model
3.2. Hedonic Gratification on M-payment Gamification
3.3. Utilitarian Gratification on M-payment Gamification
3.4. Social Gratification on M-payment Gamification
3.5. Gamification Satisfaction on M-payment Satisfaction
3.6. M-payment Satisfaction on Continuance Intention
Ⅳ. Research Methodology
4.1. Data Collection
4.2. Research Instrument
4.3. Sample
Ⅴ. Results
5.1. Validity and Reliability
5.2. Measurement Model Evaluation
5.3. Structural model evaluation
Ⅵ. Discussion
Ⅶ. Implications, Limitations, and Future Research Directions


키워드

Mobile Payment Gamification Use and Gratification Theory Continuance Intention User Satisfaction

저자

  • Mutia Fadhila Putri [ Master, Information Technology, Universitas Indonesia, Indonesia ]
  • Ratna Juita [ Lecturer, Informatics Department, Universitas Papua, Indonesia ]
  • Achmad Nizar Nidayanto [ Professor, Information System Department, Universitas Indonesia, Indonesia ]
  • Dedi I. Inan [ Associate Professor, Informatics Department, Universitas Papua, Indonesia ] Corresponding Author

참고문헌

자료제공 : 네이버학술정보

간행물 정보

발행기관

  • 발행기관명
    한국경영정보학회 [The Korea Society of Management information Systems]
  • 설립연도
    1989
  • 분야
    사회과학>경영학
  • 소개
    이 학회는 경영정보학의 연구 및 교류를 촉진하고 학문의 발전과 응용에 공헌함을 목적으로 합니다.

간행물

  • 간행물명
    Asia Pacific Journal of Information Systems
  • 간기
    계간
  • pISSN
    2288-5404
  • eISSN
    2288-6818
  • 수록기간
    1990~2026
  • 등재여부
    KCI 등재,SCOPUS
  • 십진분류
    KDC 325 DDC 658

이 권호 내 다른 논문 / Asia Pacific Journal of Information Systems 제32권 제4호

    피인용수 : 0(자료제공 : 네이버학술정보)

    함께 이용한 논문 이 논문을 다운로드한 분들이 이용한 다른 논문입니다.

      페이지 저장