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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
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