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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.
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
Template for Evergreen - Joint Journal of Novel Carbon Resource Sciences & Green Asia Strategy
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
EVERGREEN Joint Journal of Novel Carbon Resource Sciences & Green Asia Strategy, Vol. 00, Issue 00, pp00-00, Month, Year
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].
on behavior intention
PP5 using this F&B company 5,000,000 (74%). Most respondents were university
Rewards program. students (32%), followed by private sector employees
I would choose this F&B processing was carried out using the Covariance
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
Behavior I will keep buying products from specification of measurement models and structural
BI1 models. Measurement models describe the
Intention this F&B company.
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
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.
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 ***
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
EVERGREEN Joint Journal of Novel Carbon Resource Sciences & Green Asia Strategy, Vol. 00, Issue 00, pp00-00, Month, Year
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