1. Many business leaders in Indonesia are using gamification techniques in their e-marketplace applications to attract customers. Examples include games released by Shopee and gamification methods used by Gojek and Starbucks apps. However, too many gamification methods can distract from business goals so companies must prioritize what they want to achieve.
2. Preliminary studies help authors identify problems, collect additional data, provide context, and define the scope of their research. Authors conduct preliminary studies through primary surveys and reviewing secondary sources like journals and publications. This helps future researchers by revealing problems.
3. Gamification has become a common marketing strategy for Indonesian e-marketplaces to make their apps more engaging. Companies
1. Many business leaders in Indonesia are using gamification techniques in their e-marketplace applications to attract customers. Examples include games released by Shopee and gamification methods used by Gojek and Starbucks apps. However, too many gamification methods can distract from business goals so companies must prioritize what they want to achieve.
2. Preliminary studies help authors identify problems, collect additional data, provide context, and define the scope of their research. Authors conduct preliminary studies through primary surveys and reviewing secondary sources like journals and publications. This helps future researchers by revealing problems.
3. Gamification has become a common marketing strategy for Indonesian e-marketplaces to make their apps more engaging. Companies
1. Many business leaders in Indonesia are using gamification techniques in their e-marketplace applications to attract customers. Examples include games released by Shopee and gamification methods used by Gojek and Starbucks apps. However, too many gamification methods can distract from business goals so companies must prioritize what they want to achieve.
2. Preliminary studies help authors identify problems, collect additional data, provide context, and define the scope of their research. Authors conduct preliminary studies through primary surveys and reviewing secondary sources like journals and publications. This helps future researchers by revealing problems.
3. Gamification has become a common marketing strategy for Indonesian e-marketplaces to make their apps more engaging. Companies
1. A. The use of gamification techniques in e-marketplace applications is a technique currently
being developed in Indonesia, and many business leaders are using gamification techniques to attract the attention of their customers. For example, Shoppe releases games such as Shopee Taman and Shake Shopee to remind customers of their experience. In addition, Gojek and Starbucks use gamification methods in their applications. This method represents a way for entrepreneurs to improve their applications and businesses. For executives, this method is very attractive to users, especially when adopting it in business applications, so it can not only attract new users, but also increase customer loyalty, retention, etc. .. However, too many e-Marketplace gamification methods can affect the company's own goals. Companies need to prioritize the goals they want to achieve with gamification techniques. Therefore, businesses need to understand the benefits of gamification for consumers. One of them is to remove the element of the gamification badge to help someone raise consumer interest in checking reviews and potentially influence future decisions / behaviours. B. Based on the above survey, the element of gamification (badge) is one of the main signals for consumers to review products on online platforms, and consumers who read these reviews usually read the products. It is explained to help you make decisions before you buy. From this, the importance of using gamification and WOM elements for people can influence and encourage consumers to take action (evaluating companies, visiting restaurants, etc.). I recommend it to others). In addition, the author explains that the use of badges helps businesses analyze whether badges can affect a company's consumer rating / consumer interest in the company. 2. A. The function or purpose of the preliminary investigation is to find the problem identified in the investigation. Based on the phenomenon created by the author, the author should conduct a preliminary study. It is intended to allow investigations to test and analyze phenomena. To be more effective, researchers need to narrow down the problem being analyzed, the objects specified, and the method used. Therefore, preliminary surveys also help authors collect data through primary surveys (preliminary surveys) and provide additional knowledge to authors. In addition, the use of preliminary studies helps authors narrow down the phenomena discussed in the study so that the boundaries of the study are clear. Preliminary research can be conducted by collecting information from scientific journals, publications, etc. via secondary data. This helps the author integrate the data / theory. In addition, preliminary research can help future researchers save time and money, as it can reveal research problems. B. The method used in the preliminary survey is carried out by collecting data through a primary survey (preliminary survey) in which the author distributes a survey related to the problem or phenomenon under investigation. In addition, authors can also acquire / collect data through secondary research that can be collected from data collection / theory through journals, publications, statistics available over the Internet, and more. as it can reveal research problems. 3. A. Many e-marketplaces in Indonesia use gamification techniques as one of their marketing strategies, so it's a common or "mandatory" way for e-marketplaces to update their applications to make them more attractive. It has become. Gamification can also be used to enhance the uniqueness of a company's e-commerce. When a company selects the right game and adds it to the application, it can affect the reputation and brand equity of the company's brand. However, many companies use this gamification technique to increase customer loyalty by providing additional incentives from gamification. Therefore, companies using gamification techniques need to understand and understand whether they aim to increase the purpose / purpose of using gamification, brand awareness, sales, consumer confidence, etc. I have. This is very important if this company does not understand the purpose of using gamification. If you want to maintain gamification, it will affect your company in the future. B. In relation to the number of Indonesian e-marketplaces: The survey above explains that one of the elements of the gamification badge has a direct or indirect effect on word-of- mouth directly or indirectly on the consumer himself. Meanwhile, the direct effects of gamification have been explained in previous studies. Previous studies also described how user ratings affect consumer and sales behaviour. Therefore, the research gap in this study focuses on the indirect impact of gamification on the consumer's WOM, the element (badge) that indicates the consumer's WOM when reading the WOM contributors, or Is to use their reviews when evaluating a company.