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EVERGREEN Joint Journal of Novel Carbon Resource Sciences & Green Asia Strategy, Vol.

00, Issue 00, pp00-00, Month, Year

Gamification Design for Mobile Marketing Strategy in Food and


Beverage Company Application

Amalia Suzianti1*, Aprieza Nurizki2, Rheinanda Kaniaswari3


1
Department of Industrial Engineering, Faculty of Engineering, Universitas Indonesia, Indonesia
2
Department of Industrial Engineering, Faculty of Engineering, Universitas Indonesia, Indonesia
3
Department of Industrial Engineering, Faculty of Engineering, Universitas Indonesia, Indonesia

*Author to whom correspondence should be addressed:


E-mail: suzianti@eng.ui.ac.id

(Received month date, year; Revised month date, year; accepted month date, year).

Abstract: Indonesia's coffee consumption surged to 250,000 tons in 2016, driven in part by the
COVID-19 pandemic's boost in mobile device usage and the emergence of mobile marketing
trends. A local F&B Company capitalized on this by launching a smartphone app. Mobile
marketing encompasses SMS marketing, in-app advertising, and gamification, a relatively
unexplored area in academic research. To investigate gamification's impact, Covariance-Based
Structural Equation Modeling (CB-SEM) was employed, surveying 248 users born between 1980
and 2010. Results revealed that game elements, engagement, playfulness, and attitude influence
user behavior. Strategic priorities, determined using the RICE matrix, include storytelling,
leaderboards, and referral codes.

Keywords: Mobile marketing; gamification; Covariance Based; Structural Equation Modeling;


RICE matrix

1. Introduction tons, with a constant increase of 10% from 2016 to 2021


[1]. This situation is a good opportunity for coffee
According to the Center for Agricultural Data and
companies in Indonesia.
Information Systems of the Ministry of Agriculture
Nobody knew that a trivial tiny little virus (Covid-19),
adapted by Katadata, in 2016 coffee consumption in
weighing around 10-10 mg, with no color, no smell, and
Indonesia has reached 250.000 tons, with a constant
unseen with necked eyes is so powerful to destroy entire
increase of 10% from 2016 to 2021. According to the
human race without any sound or big bang. This virus
Center for Agricultural Data and Information Systems of
has challenged the developments of humans in just 14
the Ministry of Agriculture adapted by Katadata, in 2016
days of its start [2]. One of the opportunities that arise
coffee consumption in Indonesia has reached 250.000
due to the COVID-19 pandemic is the increasing use of
EVERGREEN Joint Journal of Novel Carbon Resource Sciences & Green Asia Strategy, Vol. 00, Issue 00, pp00-00, Month, Year

mobile devices and Internet. Internet creates whole new use it as a reference in the implementation of their
industries and increases the opportunity by its ability to strategies (Hamari et al., 2014)[8].
improve the innovation, spread knowledge, empower Sales data from Food and Beverage Company's internal
consumers, builds up network and organize social team shows that the percentage of sales obtained from
interactions over the globe [3]. This condition triggers a the mobile application is still low at around 26%. But the
new marketing trend by utilizing mobile devices, namely competitor’s company can get about 43% [9] This is a
mobile marketing. According to research company Data challenge that should be overcome by the company.
Reportal, the number of connected mobile devices in Therefore, it is necessary to evaluate the mobile
Indonesia reached 370.1 million in January 2022. There marketing strategy in this Food and Beverage Company
is a 3.6 percent increase from the previous year [4]. To especially by exploring a gamification design. The
be able to maintain and take advantage of this condition, research question is how to design an appropriate
Food and Beverage Company continues to make gamification mobile marketing strategy to increase
developments, one of which is by utilizing information customer behavior intention towards the Food and
technology to release a smartphone application. The Beverage Company. Firstly, it aims to identify the
smartphone application needs a mobile marketing influential factors associated with gamification
strategy to increase the number of users. marketing activities within the Food and Beverage
Mobile marketing includes SMS marketing, in-app Company, specifically on the behavior intention
advertising, mobile search marketing, location-based platform. Secondly, the research aims to provide valuable
marketing, mobile display advertising, mobile social recommendations for implementing mobile marketing
media marketing, mobile video marketing, mobile app strategies that incorporate gamification within the Food
marketing, and gamification. These strategies leverage and Beverage Company application.
mobile devices to promote products and engage users
effectively (Kumar, V., & Mittal, S. 2020) [5]. The
expansion of mobile service is helping users to make
2. Literature Review
phone calls and short messaging services (SMS). 2.1 Mobile Marketing
Moreover, with the data revolution network revolution According to Wibowo, R.A. (2019) [10],
from 2G to 5G, a mobile device is good enough to do all marketing is a series of activities carried out by
the jobs that a PC can do; even higher education is companies to promote their products or services to
provided through mobile devicees [6]. Thus, the mobile consumers. The goal is to attract interest and influence
phone is considered making a competitor to the personal consumer purchasing decisions by identifying needs
computer in various features. Gamification is one of the and providing added value that differentiates a
most important components of mobile marketing. This company's products from its competitors. Marketing
concept can motivate individuals to create valuable involves researching, promoting, and selling products
behaviors, such as increasing customer loyalty (Hofacker or services to the company's target market.
et al., 2016) [7]. However, because gamification is still a According to Aliyah, K. N. (2019) [11],
relatively new concept, there is barely a standard of Marketing is a complex activity that involves
using this concept. Therefore, an evaluation of the effect persuasion, motivation, and manipulation. Therefore,
of gamification needs to be done so that companies can
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it is necessary to attract target groups that can be to increase the intrinsic and extrinsic motivation of users.
marketed, one of which is from a mobile marketing According to Denny (2014) [15], there are two
strategy is through adding game or gamification motivations in humans, namely extrinsic motivation, and
features to businesses, especially those that operate intrinsic motivation. Extrinsic motivation is a person's
online such as mobile marketing. Until now, the motivation to carry out an activity due to rewards that
impact of embedded game features in mobile come from outside or externally, such as money, praise,
marketing has been quite a lot of research. One of and others. Meanwhile, intrinsic motivation is a person's
them was carried out by (Nayu et al, 2022) [12] the motivation to carry out an activity to increase self-esteem
results of the study found that utilitarian values, or their internal perceptions such as feeling happy,
hedonic values, and social values, spending less comfortable, etc.
time/energy had a positive effect on the intention to Hofacker et al. (2016) stated that gamification, as
use games. The level of game usage will affect the an innovative tool for interacting with consumers that
amount of the average monthly spend on that can be seen as a new trend in marketing, can
platform. Through this research gamification can encourage individuals to create value behaviors, such
affect consumer experience, so marketers have an as greater loyalty. Although gamification is able to
important role in making decisions related to increase loyalty, there are problems encountered in
gamification in marketing products and services (Na implementing gamification, the problem faced in
yu et al, 2022) [12].hofacker implementing gamification is that academic research
According to Peter Ferdinand Drucker—the regarding the impact of gamification on marketing
figure who introduced corporate society and is strategies is still very limited, so empirical evidence
considered the "father" of modern management— regarding the effect of gamification is also limited
creating value for customers by prioritizing value over (Hamari et al., 2014).
profits is the core of the marketing concept. This The evolutionary game theory (EGT) has drawn
concept is closely related to Peter Ferdinand Drucker's more attention and has achieved significant
definition of business goals, namely creating development in the past decade. Further, the idea and
customers (Uslay, Morgan, & Sheth, 2021) [11]. its application of EGT have been developed rapidly.
[16] In essence, EGT and gamification share a
2.2 Gamification common thread in their emphasis on understanding
In addition, as the effect of increasing use of and influencing behavior. EGT focuses on the
technology, the trend of adopting mobile marketing is evolutionary dynamics of behaviors and strategies in
also increasing. One of the strategies is by utilizing populations, while gamification applies principles
gamification concept. from game design and psychology to motivate and
A game is defined as a set of strategy and payoff engage individuals.
structure that models the human decision-making process
with the premises that a player intends to maximize his 2.3 Structural Equation Modeling
own benefit [13]. As defined by Treiblmaier et al. (2018) Structural Equation Modeling (SEM) is a statistical
[14], gamification can be defined as the use of game technique that is used to analyze and understand
design elements in the context of any non-game system complex relationships between observed and
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unobserved variables (Stein et al., 2012) [17]. It offers namely the RICE (Reach, Impact, Confidence, and
an efficient way to estimate multiple regression Effort) framework. Based on Hojda, V. (2020)[20],
equations simultaneously by incorporating factor RICE is a prioritized framework that measures the
analysis, path analysis, and regression. The main potential value of features, project ideas, and
objective of SEM is to investigate the connections initiatives. The RICE score assists product managers
between latent variables, the relationship between in estimating the value of project features or ideas to
these latent variables and their indicators, as well as prioritize work. The RICE score is calculated by
the impact of measurement errors on independent and multiplying the Reach, Impact, Confidence factors,
dependent variables within a model ([18]. and dividing by Effort (Hojda, V. 2020) [20]. The
Researchers commonly conduct two types of Impact factor measures the extent to which a feature
studies: exploratory research and confirmation will impact customers, with a multiple-choice scale
research. Confirmation research focuses on testing for scoring. Confidence measures a product team's
hypotheses based on existing concepts or theories, confidence in the demonstrated reach and impact
while exploratory research aims to identify patterns in scores. Lastly, Effort measures the amount of time it
the data (Hair et al., 2014). SEM can be employed in takes to develop a feature. By using RICE, strategies
both types of research, utilizing either partial least can be prioritized in this study [21].
squares (PLS-SEM) for exploratory research or
covariance-based (CB-SEM) for confirmation studies
3. Research Methodology
[18]. 3.1 Model Conceptualization
In this study, CB-SEM is employed as a statistical In this study, the model adopted is from research
method to examine the relationship between observed conducted by Lin, Chi.-Wei et al (2023) [22] on the
variables and latent constructs within a research model influence of game elements (GE), customer
(Hair et al., 2014). This method offers a engagement (CE), perceived playfulness (PP), and
comprehensive framework for investigating attitude (ATT) in behavior intention (BI). The model
theoretical concepts and hypotheses by analyzing the displays the relationship of game elements and
underlying relationships between variables. The CB- behavior intention. This model was chosen because it
SEM approach encompasses five stages, which has the object of research of one of the F&B
include model specification, identification, estimation, companies with the demographics of respondents not
model compatibility testing, and re-specify or much different because it is still in the Southeast
modification [18]. This method allows researchers to Asian region, namely in Taiwan. The model adopted
test hypotheses about complex relationships between and referenced for this study is as shown in Figure 1
variables and evaluate the fit of models to the below.
collected data. CB-SEM is widely used in various
scientific disciplines, such as social sciences, business,
and psychology (Dash & Paul, 2021) [19].

2.4 RICE Matrix


There is the strategy prioritization framework,
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H6 Customer engagement has a positive effect

on behavior intention

H7 Attitude has a positive effect on Behavior


Fig. 1: Conceptual Model intention

Table 2. List of Questionnaire Questions


In the adopted model, there are a total of 5 latent
Fuel Air
variables and 22 indicators. Latent variables in the
Game GE1 I think participating in this F&B
model include game elements (GE), customer
Elements company Rewards program is
engagement (CE), perceived playfulness (PP), and
challenging.
attitude (ATT) in behavior intention (BI). Based on the
GE2 Participating in this F&B
conceptual model above, the hypothesis to be used
company Rewards program
and tested in this study is determined as follows in
gives me a sense of
Table 1 below.
accomplishment.

GE3 I can receive membership


3.2 Questionnaire Design
information through this F&B
Based on the theoretical models and definitions in
company app.
the journal Bhutto et al. (2020) [23], a questionnaire
Customer I spent a lot of money on
was designed. The research has 28 indicators as
Engagements CE1 participating in this F&B
observed variables to measure eight latent variables,
company Rewards program.
so there are a total of 28 questions asked of
I have tracked the activities of
respondents. Respondents must answer questions
CE2 this F&B company Rewards
using a 5-point Likert scale: (1) Strongly Disagree; (2)
program.
Disagree; (3) Neutral or Disagree; (4) Agree; (5)
The activities of this F&B
Strongly Agree. The list of questions formulated is
CE3 companies rewards program get
shown in Table 1.
my attention
Table 1. Research Hypothesis
If I have a problem operating
Hypothesis Information
this F&B company Rewards
H1 Game elements have a positive effect on CE4
program, I contact the F&Bs’
customer engagement
departments and seek assistance.
H2 Game elements have a positive effect on
I will introduce this F&B
perceived playfulness
CE5 company’s Rewards program to
H3 Perceived playfulness has a positive effect on
my friends.
attitude
Perceived When I participate in this F&B
H4 Perceived playfulness has a positive effect on
Playfulness PP1 company Rewards program, I
Behavior Intention
often forget the work I must do.
H5 Customer engagement has a positive effect
PP2 It makes me feel happy when I
on attitude
participate in this F&B company
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Rewards program. managed to collect 247 responses. The data obtained


It makes me feel interested when from the questionnaire responses provide an overview
PP3 I participate in this F&B of respondents' characteristics, such as gender,
company’s Rewards program. domicile, recent education, and income. Most
I would lose track of time when respondents in this study were women (48.6%) and
PP4 I am absorbed in this F&B lived in Jakarta (39%). The respondents' last education
company Rewards program. was dominated by S1 graduates (55%), and the
It makes me curious when I’m majority had incomes in the range of Rp 0 to Rp

PP5 using this F&B company 5,000,000 (74%). Most respondents were university
Rewards program. students (32%), followed by private sector employees

Attitude I think this F&B brand can be (24%).


AT1
trusted. After the distribution of the questionnaire, data

I would choose this F&B processing was carried out using the Covariance

AT2 branded products over Based Structural Equation Modeling (CB-SEM)

unbranded products. method. The data processing phase includes sample fit

Buying coffee-related products, tests to ensure the number of respondents have met

AT3 this F&B brand is my first research needs, and data normality tests to check data

choice. distribution. Next, an analysis was carried out using

I consider myself a loyal the bootstrap method to obtain an estimate of the


AT4
consumer of this F&B brand. statistical distribution. The next stage is the

Behavior I will keep buying products from specification of measurement models and structural
BI1 models. Measurement models describe the
Intention this F&B company.

When someone asks for a


relationship between latent variables and observable
variables, while structural models relate latent
BI2 recommendation, I would

recommend this F&B app.


variables to one another.

I want to give this F&B app a


BI3 4. Result
high online rating.

I will share the information on


4.1 Measurement Model Testing
BI4 Based on Brown, T. A., & Moore, M. T. (2012)
this F&B app on social media.
[24], Confirmatory factor analysis (CFA) is a method
I will recommend this F&B app
BI5 for measuring the ability of observed variables or
to my family and friends.
indicators to measure latent variables in a
measurement model. This analysis is obtained by
3.3 Data Collection and Processing
verifying the validity and reliability of previously
After the validity and reliability of the questionnaire
created measurement models. This step is
was tested, mass questionnaire distribution was
implemented as a two-step approach where tests are
carried out online using Google Form. The
first performed on the measurement model. The
questionnaire was distributed for one week and
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measurement model validity test aims to determine the model fit test, which has several fit sizes that are in
extent to which the observed variable can validly the value marginal fit and bad fit.
measure the latent variable. The observed variable can
be said to pass the validity test if the critical ratio Table 3. Model Fit Test Results

value is >1.96 with a probability value (p) <0.05. Results


Fitness Index Value Condition
Based on the results obtained, the critical ratio for Obtained
all observed variables is greater than 1.96 and the Chi Square Small 564,16
probability obtained is all lower than 0.05, where the Probability ≥ 0,05 0
probability value *** indicates that the probability is GFI ≥ 0,90 0,8
significant with a value of < 0.001. Therefore, the AGFI ≥ 0,90 0,75
measurement model can be considered valid, and all CFI ≥ 0,90 0,913
observed variables can measure latent variables. The RMSEA ≤ 0,08 0,088
second test carried out was a reliability test using the CMIN/DF ≤ 2.00 2,793
values of Construct Reliability (CR) and Average
Variance Extracted (AVE) as measuring instruments
(Hair et al., 2014). The results of the model fit test show that the
Reliability is closely related to the consistency of research model has one measure of fit that is good fit,
observed variables in measuring latent variables. but many still have results that are in marginal fit and
Thus, a construct can only be said to have a good bad fit values. Therefore, it is necessary to re-specify
reliability value if the construct reliability value ≥ 0.7 this research model so that the level of compatibility
and the average variance extracted is > 0.5. Reliability can be increased. Re-specify of the model can be done
in the range between 0.6 and 0.7 is acceptable if other by looking at the value of modification indices
indicators of the construct reliability model are good. obtained from this model (Hair et al., 2014).
Based on the results obtained, for all variables have
CR values obtained greater than 0.6 and AVE values 4.3 Model Respecifications
are all greater than 0.5. Thus, all latent variables are Model re-specification needs to be done because
said to have passed the criteria and are considered there was a measurement index that is below marginal
reliable (Hair et al., 2014). fit and bad fit. The re-specified model was carried out
by linking the covariance relationship based on the
4.2 Structural Model Testing value of modification indices generated by the IBM
The structural model is tested for its fitness using SPSS AMOS 26 software. In this study, 53 re-
the Model Fitness Test, which looks at the Goodness specifications were carried out based on the value of
of Fit Indices or the degree of fit between the research modification indices.
model and the sample data used. Index Goodness of Figure 2 shows the path diagram from the path
fit used for measurement are GFI, AGFI, CFI, diagram obtained after re-specification or
RMSEA, CMIN/DF, as well as Chi-Square and modification of the research model, where covariance
Probability. Table 3 shows the value condition for was linked based on modification indices.
Goodness of Fit Indices and the results of the research
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Based on the table above, the results show that for all
match sizes, the value condition is met for the specified
model. All match size values fall under the good fit
category. Model fit tests are generally accepted and
considered good when three to four match indices are
qualified (Hair et al., 2014). Thus, the research model
can be said to have a good fit model and can be
continued for further process and analysis in research.

4.4 Hypothesis Testing


Causal relationship analysis in this study will be
Fig. 2: Re-specify Model Result carried out by analyzing the value of p-value, direct
effect, indirect effect, and total effect. P-value analysis
was performed to assess and determine the effect of
As a result of the re-specification carried out in the relationship between two latent variables. Based
the research model, there was a change in the value of on Hair et al., (2014). A latent variable can be said to
the degree of freedom (df) obtained. The degree of have a significant effect on other latent variables if the
freedom (df) value obtained after re-specification is p-value obtained is less than 0.05. Table 5 below is a
90, which indicates that the model is still in the table of results and p-values obtained for each
overidentified category because the value of df > 0. hypothesis from hypothesis testing conducted with the
Overidentified model indicates that the research bootstrap method in this study (Hair et al., 2014).
model can be retested to check the model fitness.
Table 4 shows the results showing the results of the Table 5. P-Value Analysis for Hypothesis Testing

research model fit test after model re-specify (Hair et Hypothesis Estimate S.E. CR p-value
al., 2014). H1 1,295 0,104 12,461 ***

H2 1,313 0,097 13,596 ***


Table 4. Model Fit Test Results After Re-specify H3 -0,619 0,316 -1,958 0,05
Results H4 0,971 0,32 3,03 0,002
Fitness Index Value Condition
Obtained H5 2,144 0,466 4,606 ***
Chi Square Small 162,130 H6 -0,053 0,402 -0,133 0,894
Probability ≥ 0,05 0,613 H7 -0,01 0,507 -0,02 0,984
GFI ≥ 0,90 0,94

AGFI ≥ 0,90 0,91 Based on Table 5 above, there are 7 hypotheses in


CFI ≥ 0,90 1 total in this study and in order from top to bottom
RMSEA ≤ 0,08 0 labeled H1, H2, H3, H4, H5, H6, and H7. Of all
CMIN/DF ≤ 2.00 0,965 hypotheses, the H4 and H6 hypotheses must be
rejected because the p-value obtained is greater than
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0.05, while the other hypothesis is accepted because it do not encourage users to continue using the
meets the condition that the p-value is smaller or equal application and recommend it. Attitude, driven by
to 0.05. The hypothesis with a p-value *** shows that customer engagement and perceived playfulness, has a
the p-value obtained is less than 0.001 or is at a positive influence on behavior intention, indicating
confidence level greater than 95%. Therefore, the that customers who develop positive attitudes are
hypotheses H1, H2, H3, H5, and H7 are accepted more likely to exhibit desired behavioral intentions.
because the p-values obtained for this hypothesis are These findings highlight the importance of
significant between the two latent variables. incorporating game elements and fostering customer
The study findings reveal that Game elements such engagement to enhance customer attitudes and
as challenges, achievements, and feedback enhance behaviors in the context of the food and beverage
user participation and interaction, resulting in higher application.
customer engagement and perceived playfulness.
Perceived playfulness, in turn, influences users' 4.5 Strategy Recommendation Design
attitudes towards the brand, creating positive emotions The next step is strategy recommendation design.
and fostering a favorable attitude. However, perceived The first thing in strategy formulation is to conduct a
playfulness does not directly affect behavior intention. literature review that will be used as a reference in
That value shows that Behavioral intention resulting designing strategies based on the results obtained from
from Perceived playfulness is not have a positive the relationship of each latent variable in the data
influence. This is in accordance with research by processing section. Based on the results of literature
Pleyers and Poncin (2020) where perceived studies that will be used as a reference in designing
playfulness helps users to build a positive attitude but strategy recommendations, then determined the
does not directly influence their behavior intention. relationship of literature with accepted hypotheses.
[25] The first strategy menggunakan storytelling untuk
On the other hand, customer engagement positively menghubungkan pengguna dengan brand pada saat
influences attitude, leading to increased fondness for onboarding user, strategi ini bersumber dari Bai
the brand. According to Peter Ferdinand Drucker—the (2021) [28]. Strategi ketiga adalah pembuatan
figure who introduced corporate society and is leaderboard seperti top spender, hal ini dapat
considered the "father" of modern management— meningkatkan user engagement untuk terus
creating value for customers by prioritizing value over menggunakan app yang sesuai dengan sumber dari
profits is the core of the marketing concept. This Kwan (2022) [29]. Strategi 6 menggunakan humor
concept is closely related to Peter Ferdinand Drucker's untuk meningkatkan interaksi pengguna dan
definition of business goals, namely creating pengalaman yang menyenangkan hal ini sesuai
customers [26]. Nevertheless, customer engagement dengan strategi Wang Y (2020) [30]
does not significantly impact behavior intention. This The results of the strategy recommendation
is not the same as research conducted according to literature study are then sorted, developed, and
Yen et al. (2020) [27], the author's analysis is that deepened using the RICE matrix method to produce 9
although customer engagements in human-computer strategy recommendations that will be validated in the
interaction help users to build positive attitudes, they next stage. Recommendations for these strategies
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include: of the analysis of the relationship between variables, it


was found that the most influential factors on
gamification to increase customer behavior intention,
judging from the magnitude of the pvalue value, these
factors are:
1. The relationship of Game elements to Customer
engagement
2. The Relationship of Game Elements to Perceived
Playfulness
Fig. 3: RICE Matrix This indicates that the design of strategy
recommendations should emphasize increasing
After the development of strategy recommendations customer engagement and perceived playfulness
based on the author's brainstorming using existing resulting from gamification strategies. Strategy
hypotheses, validation and assessment of strategy recommendations are made based on the relationship
recommendations were carried out using the RICE between latent variables and literature review.
matrix with three experts from Food and Beverage Strategy formulation is done with the help of
Company. The results obtained 3 strategy priorities validation by experts using the RICE matrix. The
with the highest scores can be seen in the table above. strategy is then chosen based on the largest score
The 3 highest score results were obtained to be weight. The selected strategies are:
implemented, while the reason for using three 1. Use storytelling to connect users with the coffee
alternative choices as a final strategy recommendation brand, such as the explanation behind the coffee
was that the level of effectiveness was more optimal product brand.
compared to four or five choices [20]. 2. Making leaderboards, such as customer top spenders
for 1 year, prizes can trip to USA, smartphones etc.
5. Conclusion However, this is necessary to be noticed by users not
To conclude, study aims to determine the all users like it comparison system with people other.
relationship between gamification or game elements [31]
as a mobile marketing tool to customer attitudes and 3. Use referral codes, each user has their own unique
behavior intentions in the Food and Beverage code to share with their friends to get special
Company Loyalty Program. The research adopted the discounts.
research model conducted by Lin, Chi-wei (2023).
6. Recommendation
Data processing was carried out using the Covariance
Based Structural Equation Modeling (CB-SEM) The following are suggestions given for future
method. The variables used in this study are Game research on similar topics:
elements, Customer engagement, Perceived 1. Research can be done by identifying other
playfulness, Attitude, and Behavior intention. There variables that are considered important in game
are 7 hypotheses in this study. Where from the results
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elements and can affect customer engagement and and mobile marketing effectiveness”. Journal of
customer behavior intention. Interactive Marketing, 34(1), 25-36. (2016)
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adjusted based on strategy recommendations in 27(1), 21-31. (2017)
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