You are on page 1of 6

Advergame Shopee Tangkap on Shopee’s Brand

Personality in Jakarta, Indonesia


Yulianne Safitri Diandra Nabila
Marketing Communication Program, Marketing Communication Program,
Communication Department, Communication Department,
2021 International Conference on Information Management and Technology (ICIMTech) | 978-1-6654-4937-3/21/$31.00 ©2021 IEEE | DOI: 10.1109/ICIMTech53080.2021.9535106

Faculty of Economics & Communication Faculty of Economics & Communication


Bina Nusantara University Bina Nusantara University
Jakarta, Indonesia 11480 Jakarta, Indonesia 11480
yulianne82@binus.ac.id diandra.nabila@binus.ac.id

Abstract— This study aims to determine and explain the technology, allowing users to see two-dimensional or three-
effect of the Shopee Tangkap advergame on the Shopee’s brand dimensional virtual objects projected against the real world
personality in Jakarta, Indonesia. The type of research is
explanatory research with a quantitative approach. The
[5], increasing the user's sensory perception of the real
population studied in this study were residents of DKI Jakarta world with a layer of contextual information [6], and attracts
who used Shopee and had played Shopee Tangkap with a total the attention of the public as well as companies with its
sample of 100 respondents. The sampling technique used was ability to integrate digital content with real-world
purposive sampling. The data collection method is done by environments [7].
distributing online questionnaires using Google Forms and Shopee claims this feature is the first to be used in e-
analyses with SPSS. The results showed that there was a strong commerce applications in Indonesia. In addition, according
relationship between Shopee Games and Shopee's Brand to Rezki Yanuar, Shopee's Country Brand Manager,
Personality by obtaining a value of 0.788 in the correlation test. innovation in app games is Shopee's strategy to engage users,
Shopee Games has an influence of 62% on Brand Personality such as being longer and active on the Shopee platform [8].
and the remaining 38% is influenced by other factors not In this game, players must catch as many coins into the
researched. container as possible within a predetermined time using the
camera feature on the smartphone. While playing, the
Keywords—advergames, branding, brand personality
application will detect the player's face. In the face display, a
container for catching coins will appear. Slide your head right
I. INTRODUCTION
and left to catch the falling coins. Every coin earned and
In the last 5 years e-commerce in Indonesia has grown
collected can be used to shop at Shopee. The player must
rapidly., the data shows that Tokopedia is the most visited avoid the bombs because it can reduce points. To play the
online store by the Indonesian people. The total visits reached game can only be played at certain hours, 09.00 WIB and
up to 1.2 billion visits. Then followed by Shopee with 837.1 21.00 WIB.
million visits and Bukalapak with 823.5 million visitors [1]
Research conducted by Snapcart on e-commerce shopping The Global Web Index states that the growth of e-
behavior in Indonesia shows the highest e-commerce commerce in Indonesia continues to increase, Indonesia is the
shoppers in Indonesia, namely DKI Jakarta (22%), West Java country with the highest e-commerce adoption rate in the
(21%), East Java (14%), Central Java (9%), Banten (8%), and world in 2019 [9]. Competition between e-commerce
companies is inevitable. Shopee currently has 7 kinds of
North Sumatra (6%) [2]. Competition between e-commerce
games available at Shopee Games, namely, Shopee Tangkap,
companies is unavoidable. Each company tries to create and
Shopee Tanam, Shopee Lempar, Shopee Potong, Shopee
develop an effective marketing strategy in reaching its Lucky Prize, Shopee Photo Challenge, and Shopee Serba 10
consumers. They are competing to make a strategy that is ribu. For each game, Shopee provides prizes in the form of
creative and different from its competitors. Shopee has a discount vouchers, cashback, or free shipping. There is even a
unique marketing strategy, this Singapore-based e-commerce grand prize in the form of a smartphone or other gadget.
has its own way, by using media games to promote its
consumers. The game is called Shopee Games which can be Through games, it is hoped that it can bring more
played through the Shopee application on smartphones. opportunities to grow user transactions for Shopee and form a
Media games can be referred to as advertising games Shopee brand personality so that it can be recognized and
(advergames). Previously, many companies and brands had distinguished from other brands. Using a character or
personality in a brand can make communication about the
applied advergames as one of the promotional media. In 1996,
brand to target users easier. Users feel more familiar and can
cereal brand Chex, released advergames, namely Chex Quest
feel an emotional connection with the brand. Shopee Games,
with success. Games in the form of shooting games against which is Shopee's advergames, is an advertising medium that
aliens have won the Golden EFFIE Award for Advertising is not only used as a promotional medium, but also provides
Effectiveness in 1996 and the Golden Reggie Award for experiences and impressions for its users. This research will
Promotional Achievement in 1998 [3]. In addition, in 2019, discuss about the influence of Advergame Shopee Tangkap on
the mobile phone accessories brand, Popsocket, was also Shopee's brand personality in Jakarta, Indonesia.
successful with advergames on their Facebook page, namely
Swappable Socket [4]. II. LITERATURE REVIEW
Shopee Tangkap is one of the games included in the A. Advergame
Shopee Games e-commerce feature of Shopee which first
appeared in August 2019 as part of the 9.9 Shopping Day Advergames is a kind of persuasive videogame, which
campaign. Shopee Tangkap utilizes Augmented Reality (AR) means installing procedural rhetoric effectively [10], a type of

978-1-6654-4937-3/21/$31.00 ©2021 IEEE 19-20 August 2021


2021 International Conference on Information Management and Technology (ICIMTech)
Authorized licensed use limited to: Universitas Indonesia. Downloaded on November 15,2023 at 07:54:46 UTC from IEEE Xplore. Restrictions apply.
197
game that explicitly or thoroughly incorporates promotional Advergames helps attract and retain players' attention and
content as a marketing tool into a game [11]. Advergames has make them aware of a particular brand. In advergames, a
been around for a long time, but continues to change and brand can put a big and strong product or brand image
develop from time to time [12]. Advergames are not only in element, big writing, and striking colors, generate consumer
the form of video games, but traditional forms of games such interest by inserting advertisements that allow players to
as monopoly, snakes and ladders, and chess, can be an interact with the brand and learn about the special features and
advergames provided there is brand awareness in them [13]. characteristics of a product. Elements in video games, such as
Advergames players receive messages on advertisements or at character design, interface design, contribute to increasing
least on products or companies featured in the game. It is clear passion. Marketing tools that exist in advergames,
that players remember quite a number of details, such as the promotions, discounts, and giving vouchers to players can
location of different logos [14]. It is suggested that advergame encourage consumers to take action. Video games create an
should be used for brands known by players to increase brand environment where players are in an active state of mind,
impression rather than to create brand awareness of new marketers can easily promote action, as a pleasant benefit of
products to audiences [15]. controlling the action of the game.
The advergame types can be divided into two main groups. C. Shopee’s Brand Personality
First, based on the company's desire to promote its products:
associative, illustrative and demonstrative. Meanwhile, the Shopee is an e-commerce company that was founded in
second group is based on the advergame platform: online 2009. Shopee is one of the companies in the SEA Group based
games and offline games [16]. in Singapore. Since 2015, Shopee has expanded its reach to
Malaysia, Thailand, Taiwan, Vietnam, Philippines and
The advantages of advergame are as follows [17]: Indonesia. Shopee has a personality that shows on every
Shopee’s milestone aims to define a Shopee brand. The three
1. Low-cost marketing compared to traditional key attributes are Simple, Happy, Together.
advertising such as television and radio.
2. Advergame users can submit valuable personal
information about their demographic profile,
behavior, needs, attitudes and preferences.
3. Higher customer retention compared to
conventional media usage; the average time spent
on Advergame is 7 to 30 minutes.
4. Viral marketing. As many as 81% of the players will
send information via the internet to their friends to
try a game, they think is interesting.
Fig. 2. Shopee Brand Personality [20]
B. The AIDA in Advergame Context
The simple personality’s Shopee requests to show is a
Broadly speaking, there are two main perspectives that belief in simplicity and integrity. Ensure an honest life, be
state how advertising can work [18], the first, the strong humble and be yourself. The happy personality in inquiry is
theory of advertising, is considered to have the power to that Shopee is a friendly, cheerful person, full of energy, and
inform, persuade and sell and the second is the weak theory spreads happiness to everyone he meets. The last one is
of advertising which sees the power of advertising a little bit Together, means doing the things we love as a whole. Enjoy
softer. quality time together while shopping online with friends and
The classical strong theory of advertising hierarchical family.
model suggests a rational and sequential approach to Aaker (1997) describes a brand personality model
advertising as in the AIDA (attention, interest, desire, action) consisting of 42 loading characteristics on 15 aspects and 5
model below which has been modified in the context of the factors in the analogy of the top five personality models
advergame: according to Goldberg, namely Sincerity, Excitement,
Competence, Sophistication, and Ruggedness [21]. The
strength of brand personality lies in the long-term
sustainability of the legacy by the interaction between the
brand and its environment [22].
Advergame Brand Personality
(Variable X) (Variable Y)
1. Attention 1. Sincerity
2. Interest 2. Excitement
3. Desire 3. Competence
4. Action 4. Sophistication
(Egan, 2015) 5. Ruggedness
(Lieven, 2018)

Fig. 3. Research Design

Fig. 1. The AIDA Model in Advergame Context [19]

978-1-6654-4937-3/21/$31.00 ©2021 IEEE 19-20 August 2021


2021 International Conference on Information Management and Technology (ICIMTech)
Authorized licensed use limited to: Universitas Indonesia. Downloaded on November 15,2023 at 07:54:46 UTC from IEEE Xplore. Restrictions apply.
198
Ho Advergame Shopee Tangkap has no effect on Shopee's population in this study. Thus that 100 people were obtained
brand personality in Jakarta, Indonesia as research respondents.
Ha Advergame Shopee Tangkap has effect on Shopee’s n = 10,570,000/ 1 + 10,570,000 x (0,1)2
brand personality in Jakarta, Indonesia n = 10,570,000/ 105,700
n = 100
III. RESEARCH METHOD
The approach in this study uses quantitative, to test the IV. RESEARCH RESULT & DISCUSSION
objective theory by examining the relationship between Based on the questionnaire distributed, 54% were women
variables. These variables, in turn, can be measured, usually and 46% were men with an age range of 15-24 years of 53%,
on instruments, so that numerical data can be analyzed using 44% were aged 25-34 years and 3% were over 35 years old,
statistical procedures [23]. Explanative research design using 47% worked as private employees, 41 % as students, 3% as
a survey. Questions will be distributed in the form of a students, 2% work as housewives, 1% are freelancers, 1%
questionnaire and the results will be analyzed using SPSS. The employees of government-owned companies and 1% work as
independent variable (X) in this study is Shopee Games and government employees.
the dependent variable (Y) is Brand Personality. The
population in this study were residents of DKI Jakarta. Based The Variable Advergame Shopee Tangkap consists of the
on data from the Central Statistics Agency [24], the population dimensions of Attention, Interest, Desire, Action [18]. The
of DKI Jakarta is 10,570,000 people. The residents of DKI effect will be calculated on the Shopee brand personality with
Jakarta were chosen because Jakarta is the capital city of the dimensions of Sincerity, Excitement, Competence,
Indonesia and can represent Shopee users in Indonesia. Sophistication, Ruggedness [21]. Based on the results of the
validity test for each variable, all values of r count > r Table
TABLE I. OPERATIONALIZATION OF VARIABLES (0.195), the significance value of both variable < 0.05, it is
concluded that all questionnaire items are valid.
Variable Dimension Indicators Scale
Advergame Attention Knowing game Likert TABLE II. INDEX AVERAGE PERCENTAGE OF RESPONDENTS
ANSWERS ON ADVERGAME VARIABLES
(X) Noticing game
Dimensions Percentage
Interest Try to find out
about game Attention 82,7%

Interested to play Interest 70,0%


the game
Desire 75,6%
Desire Have desire to
play the game Action 53,6%
Have enthusiasm
to play the game
Among the four dimensions, the dimension that has the
Action Decided to play highest average answer index frequency is the Attention
the game
dimension, which is 82.7%. Based on the percentage of
Planned to answers to the questionnaire according to Ferdinand [25] this
recommend the percentage value is included in the High criteria. The
game
statement that has the highest answer index value is "the name
Brand Sincerity Honest Likert Shopee Tangkap is easy to remember", this shows that the
Personality respondent agrees that the advergame Shopee Tangkap can
Helpful
(Y) attract the respondent's attention to decide to play the game.
Excitement Up to date The lowest average frequency index for the respondents'
Enthusiastic answers is the Action dimension with 53.6% and shows that
the percentage value falls into the medium criteria. The
Competence Reliable
statement that has the smallest index value is "I bought tokens
Smart to get additional opportunities to play Shopee Tangkap", this
Sophistication Upper-class shows that not all respondents repeatedly played the Shopee
Tangkap advergame.
Charming
Ruggedness Tough TABLE III. INDEX AVERAGE PERCENTAGE OF RESPONDENTS
ANSWERS ON BRAND PERSONALITY VARIABLES
Adventurous
Dimensions Percentage
Sincerity 75,9%
The sample of this research is non-probability, purposive Excitement 81,0%
sampling technique with the criteria of being Shopee
customers who are domiciled in Jakarta and have played Competence 74,1%
Shopee Tangkap at least once in the last 1 month, distributed Sophistication 69,1%
through the direct message column and comments on Shopee's
social media. The number of samples is determined by the Ruggedness 69,3%
Slovin formula with an error rate of 10%. An error rate of 10%
is believed by the researcher to be able to represent the entire

978-1-6654-4937-3/21/$31.00 ©2021 IEEE 19-20 August 2021


2021 International Conference on Information Management and Technology (ICIMTech)
Authorized licensed use limited to: Universitas Indonesia. Downloaded on November 15,2023 at 07:54:46 UTC from IEEE Xplore. Restrictions apply.
199
Based on the results of the average frequency of the index Sig. (2-tailed) .000
values, respondents agree, Shopee Tangkap can symbolize N 100 100
Shopee as an e-commerce brand that is trendy, fun, unique, Brand
Pearson Correlation .788** 1
Personality
and up to date, which is an indicator of the Excitement
dimension. In addition, Shopee Tangkap can also symbolize Sig. (2-tailed) .000
the Sincerity dimension to Shopee through easy-to-use, N 100 100
**. Correlation is significant at the 0.01 level (2-tailed).
original, and simple indicators. Finally, Shopee Tangkap
The r value of 0.788 in the interval correlation coefficient
symbolizes Competence towards Shopee through one of 0.71-0.90 indicates a high relationship. The r-table value of
indicator, smart. 0.195 shows a significant or significant value, not just a
coincidence [26]. It can be concluded, there is a positive
correlation with the strength of a high or strong relationship
TABLE IV. VARIABLE ADVERGAME RELIABILITY TEST
between the Advergame variable and the Brand Personality
Reliability Statistics variable.
Cornbach’s Alpha N of Items These results are consistent with previous research which
.924 16 shows that when playing advergames, flow and self-construal
interact with each other to influence the perception of brand
personality [27]. Flow experience on mobile advergames can
The results of Cornbach's Alpha reliability testing of have an influence on brand perception and buying interest
0.924> 0.8-1.00 indicate that the data on this questionnaire are [28].
very reliable. TABLE VIII. DETERMINATION COEFFICIENT TEST

TABLE V. VARIABLE BRAND PERSONALITY RELIABILITY Model Summary


TEST
Model R R Square Adjusted R Std. Error
Reliability Statistics Square of the
Estimate
Cornbach’s Alpha N of Items
1 . 788a .620 .616 10.74790
.965 22
a. Predictors: (Constant), Advergame

The value of r Square (R2) in the form of X value in


The results of Cornbach's Alpha reliability testing of regression mode is 0.620, indicating that there is a
0.965> 0.8-1.00 indicate that the data on this questionnaire are contribution of the influence of the Advergames variable to
very reliable. the brand personality variable by 62%. While the remaining
38% is influenced by other factors not examined in this study,
TABLE VI. ONE-SAMPLE KOLMOGOROV-SMIRNOV TEST such as conventional advertising, use of brand ambassadors,
user shopping experience and other promotional media used
Unstandardized by the object of research.
Residual The t Table value is calculated by the formula:
N 100 Df = n – k
a,b
Normal Parameters Mean .0000000 N = Number of respondents 100 people
Std. Deviation 10.69348090 K = number of research variables 2
Most Extreme Differences Absolute .078 So that the value of Df 98 is obtained with the sig level.
Positive .066 5% (0.025), then the t table is 1.987.
Negative -.078 TABLE IX. T TEST
Test Statistic .078 Coefficientsa
Asymp. Sig. (2-tailed) .135c Model Unstandardized Standardized t Sig.
Coefficients Coefficients
a. Test distribution is Normal.
B Std. Beta
b. Calculated from data. Error
c. Lilliefors Significance Correction.
1 (Constant) 18.194 5.053 3.601 .001

The significance value is 0.135> 0.05, it can be concluded Advergame 1.101 .087 .788 12.650 .000
that the residual value is normally distributed.
a. Dependent Variable: Brand Personality
TABLE VII. CORRELATION TEST RESULT
Based on the table t IS 12.650 then, t table 1.987 means:
Brand
Advergame
Personality Ho is rejected and H1 is accepted

Advergame Pearson Correlation 1 .788**

978-1-6654-4937-3/21/$31.00 ©2021 IEEE 19-20 August 2021


2021 International Conference on Information Management and Technology (ICIMTech)
Authorized licensed use limited to: Universitas Indonesia. Downloaded on November 15,2023 at 07:54:46 UTC from IEEE Xplore. Restrictions apply.
200
The conclusion of this research is that there is an influence games owned by Shopee and their influence in other big cities
between Advergame Shopee Tangkap on Shopee brand in Indonesia. The research is expected to be input and used as
personality. initial research to examine the effect of advergames on the
overall Shopee brand personality in Indonesia. For Shopee,
Based on the table above, it is known that the constant this research can be input for creating and promoting
value is 18.194 and the value of the Advergame variable is advergames to maximize their effect on the company,
0.788, so the simple linear regression equation in this study is: especially brand personality.
Y = a + bX
REFERENCES
Y = 18,184 + 0,788X
Thus, if there is no increase in the value of the variable X [1] Rachmatunnisa. (2020, January 25). Survei: Tokopedia dan
(advergame) then the value of the variable brand personality Shopee Adu Kuat Mendominasi. Retrieved March 27, 2020,
(Y) is 18.194, and for every 1 addition the value of the from Detikcom: https://inet.detik.com/business/d-
4872404/survei-tokopedia-dan-shopee-adu-kuat-mendominasi
advergame variable (X), the value of brand personality
[2] Bachdar, S. (2018, March 24). Generasi Milenial Masih
participation increases by 0.788. Pembelanja Online Terbesar di Indonesia. Retrieved May 20,
2020, from Marketeers: https://marketeers.com/generasi-
Based on previous research, games can be a good milenial-masih-pembelanja-online-terbesar-di-indonesia/
marketing tool and encourage users to move along with [3] Moersen, A. (2017). The 5 Best Advergames of All Time.
instructions in the game and are effective as the delivery of Retrieved March 27, 2020, from Innovation & Tech Today:
messages for a product campaign [29]. This is supported by https://innotechtoday.com/advergames/
other research which says that in general advergames apply a [4] Taylor, C. (2019). Why Advergames Can Be Dominant On
persuasive mechanism and show that advergames have the Social Media -- Lessons From Popsockets. Retrieved March
27, 2020, from Forbes:
power to persuade messages to customers [30]. Other https://www.forbes.com/sites/charlesrtaylor/2019/05/14/why-
research also states that advergames affect brand recognition advergames-can-be-dominant-on-social-media-lessons-from-
and help in customer relationship management [16]. popsockets/#69254b532a31
Therefore, it can be seen that advergames can be a medium [5] M. Haller, Emerging technologies of augmented reality:
to convey messages from brands to customers. This can be Interfaces and design. Igi Global, 2007.
[6] M. B. Ibáñez and C. Delgado-Kloos, “Augmented reality for
seen from Shopee Games, which can convey Shopee's brand STEM learning: A systematic review”, in Computers &
personality message. Education, vol.123, pp. 109–123, May 2018.
[7] M.R. Miller, H. Jun, F. Herrera, J. Yu Villa, G. Welch and J.N.
Shopee Tangkap is Shopee's advergames that can be Bailenson, “Social interaction in augmented reality,” in PLoS
categorized as a form of advertising media which is part of One, Vol 14(5), pp. 1-26, May 2019.
the brand experience that Shopee users can experience. [8] D.R Meilanova, “Shopee pacu transaksi melalui in-app game,”
Advertising and brand experience are the drivers of brand https://teknologi.bisnis.com/read/20190829/266/1142543/shopp
personality [31]. This is similar to previous research which e-pacu-transaksi-melalui-in-app-game
[9] Y. Pusparisa, “96% pengguna internet di Indonesia pernah
explains that the brand experience gained by visitors menggunakan e-commerce,” from databoks:
positively affects brand personality [32]. Shopee Tangkap https://databoks.katadata.co.id/datapublish/2019/12/03/96-
games positively influence brand personality, especially on pengguna-internet-di-indonesia-pernah-gunakan-e-commerce
the dimensions, Sincerity, Excitement, and Competence. The [10] I. Bogost, Persuasive Games: The Expressive Power of
use of brand personality against advergames can provide an Videogames. MIT Press, USA: Cambridge, 2007.
[11] A.E Goutama, “Game advertising VS TV advertising wich one is
effective way to create brand differentiation and generate
more effective in building brands.’ In STEI Ekonomi, vol 27, pp.
positive consumer behavioral intentions [33]. In previous 1-9, Juni 2018.
research, it was stated that with the formation of a brand [12] S.Peter and G. Leshner, “Get in the game : the effect of game-
personality from advergames, it can show a virtual brand product congruity and product placement proximity on game
identity in a brand [34]. Advergames is also an integrated player’s processing of brand embedded in advergames,” in
marketing communication media that can convey messages Journal of Advertising, vol. 42(2-3), pp. 113-130, 2013.
[13] S. Kusumasondjaja, “Respon konsumen pada mobile advergames:
to customers. This is in accordance with the results of this intrusiveness dan irritation,” in Jurnal Management Teknologi,
study which states that Shopee Tangkap Advergame can have vol.15(3), pp.206-223, 2016.
an influence on Shopee's brand personality. So, with the [14] T. Winkler and K. Buckner, “Receptiveness of Gamers to
Shopee brand personality message conveyed through Shopee Embedded Brand Messages in Advergames,” in Journal of
Games, it can form a virtual brand identity from Shopee. Interactive advertising, vol. 7(1), pp. 3-32, Jul 2013
[15] B.M. Sukoco and W.Y. Wu, “The effect of advergame on
consumer telepresence and attitudes: a comparison of products
V. CONCLUSION
with search and experience attributes,” in Experts Systems with
Based on the results of the research that has been done, Applications, vol.38, pp 7396-7406, 2011.
it can be concluded that there is a high relationship between [16] S. Gura and K. Gura,” The use of mobile advergame as brand
communication tool: case study Vodafone city,” in American
Shopee Games and Shopee's brand personality. This
Journal of Marketing Research, vol. 2, pp. 61-72, 2016.
conclusion is obtained from the results of the correlation [17] I.A. Halim, “Strategi integrated social media network game:
coefficient test that has been carried out. It can be proven that penggunaan advergame dalam membentuk customer brand
Shopee Games has an influence on Shopee's Brand engagement,” in Jurnal Komunikasi Indonesia, vol. 4(2), pp. 116-
Personality 62% and the remaining 38% is influenced by 126, 2015.
other factors not examined in this study. This is obtained from [18] J.Egan, Marketing Communication. London: SAGE, 2015.
[19] A.I. Ghirvu, “The AIDA model for advergames,” in Annuals of
the results of the coefficient of determination. Economics and Public Administration, vol 13(1), pp.90-98, 2013.
This research is only limited to the effect of one type of [20] Shopee, “Tentang Shopee,” Retrieved April 25, 2020, from
Shopee Karir: careers.shopee.co.id/about
game on Shopee on Shopee's brand personality in Jakarta, [21] T. Lieven, Brand Gender Increasing Brand Equity through Brand
Indonesia, further research can be done on other types of Personality. Palgrave Macmillan, 2018.

978-1-6654-4937-3/21/$31.00 ©2021 IEEE 19-20 August 2021


2021 International Conference on Information Management and Technology (ICIMTech)
Authorized licensed use limited to: Universitas Indonesia. Downloaded on November 15,2023 at 07:54:46 UTC from IEEE Xplore. Restrictions apply.
201
[22] L. Mikáčová and M. Rypáková, “Brand identity,” in 2nd sebagai media kampanye pemasaran produk Pocari Sweat),” in
International Conference on Economics and Social Science, pp. Jurnal Kajian Komunikasi, vol.3, pp. 81-92, 2015.
80-85, 2014. [30] J. Roettl, M.Waiguny, and R. Terlutter,”The persuasive power of
[23] J.W. Creswell, Research Design Qualitative, and Mixed Methods advergame: a content analysis focusing on persuasive
Approaches. California: Sage Publications.Inc, 2014. mechanisms in advergames,” in Australasian Marketing Journal
[24] Badan Pusat Statistik, Jumlah Penduduk Provinsi DKI Jakarta (AMJ), vol.24(4), pp. 257-287, 2016.
Menurut Kelompok Umur dan Jenis Kelamin 2018-2019. [31] L.D. Gauquier, M. Brengman, K. Willems, and H.V.
Retrieved from Kerrebroeck,” Leveraging advertising to a higher
https://jakarta.bps.go.id/dynamictable/2019/09/16/58/jumlah- dimension:experimental research on the impact of virtual reality
penduduk-provinsi-dki-jakarta-menurut-kelompok-umur-dan- on brand personality impression,” in Virtual Reality, vol 23(3),
jenis-kelamin-2018-.html pp. 235-253, 2018.
[25] A. Ferdinand, Metode Penelitian Manajemen. Semarang: Badan [32] J.W. Kim, F. Lee, and Y.G. Suh, “Satisfaction and loyalty from
Penerbit Universitas Diponegoro, 2014. shopping mall experience and brand personality,” in Journal
[26] R. Kriyantono, Teknik Praktis Riset Komunikasi. Jakarta: Services Marketing Quarterly, vol. 36(1), pp.62-76, 2015.
Kencana Prenada Media Group, 2016. [33] H. Lee, and C.H. Cho, “An application of brand personality to
[27] L. Wang, T.M. Chia-Wen Lee, and H.C. Hung, “Effect of flow advergames: the effect of company attributes on advergame
and self-construal on player perception of brand personality in personality,” in Computer in Human Behavior, vol. 69, pp. 235-
advergames,” in Social Behavior and Personality: an 245, 2017.
International Journal, vol. 43, pp.1181-1192, 2015. [34] D. Jukić, “Advergaming: identity brand analysis in the virtual
[28] S. Catalán, E. Martínez, and E. Wallace, “The role of flow for world,” in CroDiM: International Journal of Marketing Science,
mobile advergaming effectiveness,” in Online Information vol.2, pp.83-94, 2019.
Review, vol. 43(7), pp. 1228-1244, 2019.
[29] R.R. Wicaksana and A. Bajari, ”Kampanye produk minuman
kesehatan melalui games interaktif (studi kasus Go Sweer Go Ion

978-1-6654-4937-3/21/$31.00 ©2021 IEEE 19-20 August 2021


2021 International Conference on Information Management and Technology (ICIMTech)
Authorized licensed use limited to: Universitas Indonesia. Downloaded on November 15,2023 at 07:54:46 UTC from IEEE Xplore. Restrictions apply.
202

You might also like