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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. One of the opportunities that
Information Systems of the Ministry of Agriculture
arise due to the COVID-19 pandemic is the increasing
adapted by Katadata, in 2016 coffee consumption in
use of mobile devices. This condition triggers a new
Indonesia has reached 250.000 tons, with a constant
marketing trend by utilizing mobile devices, namely
increase of 10% from 2016 to 2021. According to the
mobile marketing. According to research company Data
Center for Agricultural Data and Information Systems of
Reportal, the number of connected mobile devices in
the Ministry of Agriculture adapted by Katadata, in 2016
Indonesia reached 370.1 million in January 2022. There
coffee consumption in Indonesia has reached 250.000
is a 3.6 percent increase from the previous year [2]. To
EVERGREEN Joint Journal of Novel Carbon Resource Sciences & Green Asia Strategy, Vol. 00, Issue 00, pp00-00, Month, Year

be able to maintain and take advantage of this condition, recommendations for implementing mobile marketing
Food and Beverage Company continues to make strategies that incorporate gamification within the Food
developments, one of which is by utilizing information and Beverage Company application.
technology to release a smartphone application. The
smartphone application needs a mobile marketing
strategy to increase the number of users.
2. Literature Review
Mobile marketing includes SMS marketing, in-app 2.1 Mobile Marketing
advertising, mobile search marketing, location-based According to Wibowo, R.A. (2019) [6],
marketing, mobile display advertising, mobile social marketing is a series of activities carried out by
media marketing, mobile video marketing, mobile app companies to promote their products or services to
marketing, and gamification. These strategies leverage consumers. The goal is to attract interest and influence
mobile devices to promote products and engage users consumer purchasing decisions by identifying needs
effectively (Kumar, V., & Mittal, S. 2020) [3]. and providing added value that differentiates a
Gamification is one of the most important components of company's products from its competitors. Marketing
mobile marketing. This concept can motivate individuals involves researching, promoting, and selling products
to create valuable behaviors, such as increasing customer or services to the company's target market.
loyalty (Hofacker et al., 2016) [4]. However, because According to Aliyah, K. N. (2019) [7], Marketing
gamification is still a relatively new concept, there is is a complex activity that involves persuasion,
barely a standard of using this concept. Therefore, an motivation, and manipulation. Therefore, it is
evaluation of the effect of gamification needs to be done necessary to attract target groups that can be
so that companies can use it as a reference in the marketed, one of which is from a mobile marketing
implementation of their strategies (Hamari et al., 2014) strategy is through adding game or gamification
[5]. features to businesses, especially those that operate
Sales data from Food and Beverage Company's internal online such as mobile marketing. Until now, the
team shows that the percentage of sales obtained from impact of embedded game features in mobile
the mobile application is still low at around 26%. This is marketing has been quite a lot of research. One of
a challenge that should be overcome by the company. them was carried out by (Nayu et al, 2022) [8] the
Therefore, it is necessary to evaluate the mobile results of the study found that utilitarian values,
marketing strategy in this Food and Beverage Company hedonic values, and social values, spending less
especially by exploring a gamification design. The time/energy had a positive effect on the intention to
research question is how to design an appropriate use games. The level of game usage will affect the
gamification mobile marketing strategy to increase amount of the average monthly spend on that
customer behavior intention towards the Food and platform. Through this research gamification can
Beverage Company. Firstly, it aims to identify the affect consumer experience, so marketers have an
influential factors associated with gamification important role in making decisions related to
marketing activities within the Food and Beverage gamification in marketing products and services (Na
Company, specifically on the behavior intention yu et al, 2022) [8].
platform. Secondly, the research aims to provide valuable
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equations simultaneously by incorporating factor


2.2 Gamification analysis, path analysis, and regression. The main
In addition, as the effect of increasing use of objective of SEM is to investigate the connections
technology, the trend of adopting mobile marketing is between latent variables, the relationship between
also increasing. One of the strategies is by utilizing these latent variables and their indicators, as well as
gamification concept. As defined by Treiblmaier et al. the impact of measurement errors on independent and
(2018) [9], gamification can be defined as the use of dependent variables within a model (Hair et al., 2014)
game design elements in the context of any non-game [12].
system to increase the intrinsic and extrinsic Researchers commonly conduct two types of
motivation of users. According to Denny (2014) [10], studies: exploratory research and confirmation
there are two motivations in humans, namely extrinsic research. Confirmation research focuses on testing
motivation, and intrinsic motivation. Extrinsic hypotheses based on existing concepts or theories,
motivation is a person's motivation to carry out an while exploratory research aims to identify patterns in
activity due to rewards that come from outside or the data (Hair et al., 2014). SEM can be employed in
externally, such as money, praise, and others. both types of research, utilizing either partial least
Meanwhile, intrinsic motivation is a person's squares (PLS-SEM) for exploratory research or
motivation to carry out an activity to increase self- covariance-based (CB-SEM) for confirmation studies
esteem or their internal perceptions such as feeling (Hair et al., 2014) [12].
happy, comfortable, etc. In this study, CB-SEM is employed as a statistical
Hofacker et al. (2016) [4] stated that gamification, method to examine the relationship between observed
as an innovative tool for interacting with consumers variables and latent constructs within a research model
that can be seen as a new trend in marketing, can (Hair et al., 2014). This method offers a
encourage individuals to create value behaviors, such comprehensive framework for investigating
as greater loyalty. Although gamification is considered theoretical concepts and hypotheses by analyzing the
to be able to increase loyalty, there are problems underlying relationships between variables. The CB-
encountered in implementing gamification, the SEM approach encompasses five stages, which
problem faced in implementing gamification is that include model specification, identification, estimation,
academic research regarding the impact of model compatibility testing, and re-specify or
gamification on marketing strategies is still very modification (Hair et al., 2014) [12].
limited, so empirical evidence regarding the effect of
gamification is also limited (Hamari et al., 2014) [5]. 2.4 RICE Matrix
There is the strategy prioritization framework,
2.3 Structural Equation Modeling namely the RICE (Reach, Impact, Confidence, and
Structural Equation Modeling (SEM) is a statistical Effort) framework. Based on Hojda, V. (2020)[13],
technique that is used to analyze and understand RICE is a prioritized framework that measures the
complex relationships between observed and potential value of features, project ideas, and
unobserved variables (Stein et al., 2012) [11]. It offers initiatives. The RICE score assists product managers
an efficient way to estimate multiple regression in estimating the value of project features or ideas to
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prioritize work. The RICE score is calculated by variables and 22 indicators. Latent variables in the
multiplying the Reach, Impact, Confidence factors, model include game elements (GE), customer
and dividing by Effort (Hojda, V. 2020) [13]. The engagement (CE), perceived playfulness (PP), and
Impact factor measures the extent to which a feature attitude (ATT) in behavior intention (BI). Based on the
will impact customers, with a multiple-choice scale conceptual model above, the hypothesis to be used
for scoring. Confidence measures a product team's and tested in this study is determined as follows in
confidence in the demonstrated reach and impact Table 1 below.
scores. Lastly, Effort measures the amount of time it
takes to develop a feature. By using RICE, strategies 3.2 Questionnaire Design
can be prioritized in this study [14]. Based on the theoretical models and definitions in
the journal Bhutto et al. (2020) [16], a questionnaire
3. Research Methodology was designed. The research has 28 indicators as
3.1 Model Conceptualization observed variables to measure eight latent variables,
In this study, the model adopted is from research so there are a total of 28 questions asked of
conducted by Lin, Chi.-Wei et al (2023) [15] on the respondents. Respondents must answer questions
influence of game elements (GE), customer using a 5-point Likert scale: (1) Strongly Disagree; (2)
engagement (CE), perceived playfulness (PP), and Disagree; (3) Neutral or Disagree; (4) Agree; (5)
attitude (ATT) in behavior intention (BI). The model Strongly Agree. The list of questions formulated is
displays the relationship of game elements and shown in Table 1.
behavior intention. This model was chosen because it Table 1. Research Hypothesis

has the object of research of one of the F&B Hypothesis Information

companies with the demographics of respondents not H1 Game elements have a positive effect on

much different because it is still in the Southeast customer engagement

Asian region, namely in Taiwan. The model adopted H2 Game elements have a positive effect on
and referenced for this study is as shown in Figure 1 perceived playfulness
below. H3 Perceived playfulness has a positive effect on

attitude

H4 Perceived playfulness has a positive effect on

Behavior Intention

H5 Customer engagement has a positive effect

on attitude

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
Template for Evergreen - Joint Journal of Novel Carbon Resource Sciences & Green Asia Strategy

Game GE1 I think participating in this F&B company Rewards program.

Elements company Rewards program is It makes me curious when I’m


challenging. PP5 using this F&B company

GE2 Participating in this F&B Rewards program.

company Rewards program Attitude I think this F&B brand can be


AT1
gives me a sense of trusted.
accomplishment. I would choose this F&B
GE3 I can receive membership AT2 branded products over
information through this F&B unbranded products.
company app. Buying coffee-related products,
Customer I spent a lot of money on AT3 this F&B brand is my first
Engagements CE1 participating in this F&B choice.
company Rewards program. I consider myself a loyal
AT4
I have tracked the activities of consumer of this F&B brand.
CE2 this F&B company Rewards Behavior I will keep buying products from
BI1
program. Intention this F&B company.
The activities of this F&B When someone asks for a
CE3 companies rewards program get BI2 recommendation, I would
my attention recommend this F&B app.
If I have a problem operating I want to give this F&B app a
BI3
this F&B company Rewards high online rating.
CE4
program, I contact the F&Bs’ I will share the information on
BI4
departments and seek assistance. this F&B app on social media.
I will introduce this F&B I will recommend this F&B app
BI5
CE5 company’s Rewards program to to my family and friends.
my friends.

Perceived When I participate in this F&B


3.3 Data Collection and Processing
Playfulness PP1 company Rewards program, I
After the validity and reliability of the questionnaire
often forget the work I must do.
was tested, mass questionnaire distribution was
It makes me feel happy when I
carried out online using Google Form. The
PP2 participate in this F&B company
questionnaire was distributed for one week and
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
PP4 I would lose track of time when
respondents in this study were women (48.6%) and
I am absorbed in this F&B
lived in Jakarta (39%). The respondents' last education
EVERGREEN Joint Journal of Novel Carbon Resource Sciences & Green Asia Strategy, Vol. 00, Issue 00, pp00-00, Month, Year

was dominated by S1 graduates (55%), and the all observed variables is greater than 1.96 and the
majority had incomes in the range of Rp 0 to Rp probability obtained is all lower than 0.05, where the
5,000,000 (74%). Most respondents were university probability value *** indicates that the probability is
students (32%), followed by private sector employees significant with a value of < 0.001. Therefore, the
(24%). measurement model can be considered valid, and all
After the distribution of the questionnaire, data observed variables can measure latent variables. The
processing was carried out using the Covariance second test carried out was a reliability test using the
Based Structural Equation Modeling (CB-SEM) values of Construct Reliability (CR) and Average
method. The data processing phase includes sample fit Variance Extracted (AVE) as measuring instruments
tests to ensure the number of respondents have met (Hair et al., 2014).
research needs, and data normality tests to check data Reliability is closely related to the consistency of
distribution. Next, an analysis was carried out using observed variables in measuring latent variables.
the bootstrap method to obtain an estimate of the Thus, a construct can only be said to have a good
statistical distribution. The next stage is the reliability value if the construct reliability value ≥ 0.7
specification of measurement models and structural and the average variance extracted is > 0.5. Reliability
models. Measurement models describe the in the range between 0.6 and 0.7 is acceptable if other
relationship between latent variables and observable indicators of the construct reliability model are good.
variables, while structural models relate latent Based on the results obtained, for all variables have
variables to one another. CR values obtained greater than 0.6 and AVE values
are all greater than 0.5. Thus, all latent variables are
4. Result said to have passed the criteria and are considered
4.1 Measurement Model Testing reliable (Hair et al., 2014).
Based on Brown, T. A., & Moore, M. T. (2012)
[17], Confirmatory factor analysis (CFA) is a method 4.2 Structural Model Testing
for measuring the ability of observed variables or The structural model is tested for its fitness using
indicators to measure latent variables in a the Model Fitness Test, which looks at the Goodness
measurement model. This analysis is obtained by of Fit Indices or the degree of fit between the research
verifying the validity and reliability of previously model and the sample data used. Index Goodness of
created measurement models. This step is fit used for measurement are GFI, AGFI, CFI,
implemented as a two-step approach where tests are RMSEA, CMIN/DF, as well as Chi-Square and
first performed on the measurement model. The Probability. Table 3 shows the value condition for
measurement model validity test aims to determine the Goodness of Fit Indices and the results of the research
extent to which the observed variable can validly model fit test, which has several fit sizes that are in
measure the latent variable. The observed variable can the value marginal fit and bad fit.
be said to pass the validity test if the critical ratio
value is >1.96 with a probability value (p) <0.05 [17]. Table 3. Model Fit Test Results

Based on the results obtained, the critical ratio for Fitness Index Value Condition Results
Template for Evergreen - Joint Journal of Novel Carbon Resource Sciences & Green Asia Strategy

Obtained

Chi Square Small 564,16


Probability ≥ 0,05 0
GFI ≥ 0,90 0,8
AGFI ≥ 0,90 0,75
CFI ≥ 0,90 0,913
RMSEA ≤ 0,08 0,088 Fig. 2: Re-specify Model Result

CMIN/DF ≤ 2.00 2,793

As a result of the re-specification carried out in

The results of the model fit test show that the the research model, there was a change in the value of

research model has one measure of fit that is good fit, the degree of freedom (df) obtained. The degree of

but many still have results that are in marginal fit and freedom (df) value obtained after re-specification is

bad fit values. Therefore, it is necessary to re-specify 90, which indicates that the model is still in the

this research model so that the level of compatibility overidentified category because the value of df > 0.

can be increased. Re-specify of the model can be done Overidentified model indicates that the research

by looking at the value of modification indices model can be retested to check the model fitness.

obtained from this model (Hair et al., 2014). Table 4 shows the results showing the results of the
research model fit test after model re-specify (Hair et

4.3 Model Respecifications al., 2014).

Model re-specification needs to be done because


Table 4. Model Fit Test Results After Re-specify
there was a measurement index that is below marginal
fit and bad fit. The re-specified model was carried out Results
Fitness Index Value Condition
by linking the covariance relationship based on the Obtained

value of modification indices generated by the IBM Chi Square Small 162,130

SPSS AMOS 26 software. In this study, 53 re- Probability ≥ 0,05 0,613

specifications were carried out based on the value of GFI ≥ 0,90 0,94

modification indices. AGFI ≥ 0,90 0,91

Figure 2 shows the path diagram from the path CFI ≥ 0,90 1

diagram obtained after re-specification or RMSEA ≤ 0,08 0

modification of the research model, where covariance CMIN/DF ≤ 2.00 0,965

was linked based on modification indices.


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
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qualified (Hair et al., 2014). Thus, the research model hypotheses H1, H2, H3, H5, and H7 are accepted
can be said to have a good fit model and can be because the p-values obtained for this hypothesis are
continued for further process and analysis in research. significant between the two latent variables.
The study findings reveal that Game elements such
4.4 Hypothesis Testing as challenges, achievements, and feedback enhance
Causal relationship analysis in this study will be user participation and interaction, resulting in higher
carried out by analyzing the value of p-value, direct customer engagement and perceived playfulness.
effect, indirect effect, and total effect. P-value analysis Perceived playfulness, in turn, influences users'
was performed to assess and determine the effect of attitudes towards the brand, creating positive emotions
the relationship between two latent variables. Based and fostering a favorable attitude. However, perceived
on Hair et al., (2014). A latent variable can be said to playfulness does not directly affect behavior intention.
have a significant effect on other latent variables if the On the other hand, customer engagement positively
p-value obtained is less than 0.05. Table 5 below is a influences attitude, leading to increased fondness for
table of results and p-values obtained for each the brand. Nevertheless, customer engagement does
hypothesis from hypothesis testing conducted with the not significantly impact behavior intention. This is not
bootstrap method in this study (Hair et al., 2014). the same as research conducted according to Yen et al.
(2020) [18], the author's analysis is that although
Table 5. P-Value Analysis for Hypothesis Testing customer engagements in human-computer interaction
Hypothesis Estimate S.E. CR p-value help users to build positive attitudes, they do not
H1 1,295 0,104 12,461 *** encourage users to continue using the application and
H2 1,313 0,097 13,596 *** recommend it. Attitude, driven by customer
H3 -0,619 0,316 -1,958 0,05 engagement and perceived playfulness, has a positive

H4 0,971 0,32 3,03 0,002 influence on behavior intention, indicating that

H5 2,144 0,466 4,606 *** customers who develop positive attitudes are more

H6 -0,053 0,402 -0,133 0,894 likely to exhibit desired behavioral intentions. These

H7 -0,01 0,507 -0,02 0,984 findings highlight the importance of incorporating


game elements and fostering customer engagement to

Based on Table 5 above, there are 7 hypotheses in enhance customer attitudes and behaviors in the

total in this study and in order from top to bottom context of the food and beverage application.

labeled H1, H2, H3, H4, H5, H6, and H7. Of all
hypotheses, the H4 and H6 hypotheses must be 4.5 Strategy Recommendation Design

rejected because the p-value obtained is greater than The next step is strategy recommendation design.

0.05, while the other hypothesis is accepted because it The first thing in strategy formulation is to conduct a

meets the condition that the p-value is smaller or equal literature review that will be used as a reference in

to 0.05. The hypothesis with a p-value *** shows that designing strategies based on the results obtained from

the p-value obtained is less than 0.001 or is at a the relationship of each latent variable in the data

confidence level greater than 95%. Therefore, the processing section. Based on the results of literature
studies that will be used as a reference in designing
Template for Evergreen - Joint Journal of Novel Carbon Resource Sciences & Green Asia Strategy

strategy recommendations, then determined the research model conducted by Lin, Chi-wei (2023).
relationship of literature with accepted hypotheses. Data processing was carried out using the Covariance
The results of the strategy recommendation Based Structural Equation Modeling (CB-SEM)
literature study are then sorted, developed, and method. The variables used in this study are Game
deepened using the RICE matrix method to produce 9 elements, Customer engagement, Perceived
strategy recommendations that will be validated in the playfulness, Attitude, and Behavior intention. There
next stage. Recommendations for these strategies are 7 hypotheses in this study. Where from the results
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 3. Use referral codes, each user has their own unique
To conclude, study aims to determine the code to share with their friends to get special
relationship between gamification or game elements discounts.
as a mobile marketing tool to customer attitudes and
6. Recommendation
behavior intentions in the Food and Beverage
Company Loyalty Program. The research adopted the The following are suggestions given for future
EVERGREEN Joint Journal of Novel Carbon Resource Sciences & Green Asia Strategy, Vol. 00, Issue 00, pp00-00, Month, Year

research on similar topics: 6) Wibowo, Radna Andi. “Manajemen


1. Research can be done by identifying other Pemasaran”. Edisi 1. Semarang: Semarang
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2. Further research related to differences in Neuromarketing dalam Strategi Pemasaran”.
effectiveness of existing gamification with (2019)
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adjusted based on strategy recommendations in play games on mobile commerce platforms? An
the previous chapter empirical study on the influence of gamification
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