Assessing the Impact of Gamification on Continuous Usage Intention in Fintech Startup (Case Study : Go Pay Mission)

  • Alfiansyah, Raya Agung Astri Wardhani, Timmy Setiadi, Gunawan Wang

Abstract

The development of technology forces companies to compete with others. Technology in companies is needed to survive in competition. Gojek, an online transportation company expand the services to serve not only transportation but also other services. To maintain the continuity of the company, Gojek needed to maintain customer satisfaction. Gojek use gamification as a concept to give satisfaction to customer through GoPay Mission. By using GoPay Misson, customers are invited to play a mission and will get a benefit from each mission completed. This study adopts a modification of TAM and ECM theory. The collection of data and samples using a convenience sampling method and analyzed using multiple linear regression.

Published
2020-06-06
How to Cite
Alfiansyah, Raya Agung Astri Wardhani, Timmy Setiadi, Gunawan Wang. (2020). Assessing the Impact of Gamification on Continuous Usage Intention in Fintech Startup (Case Study : Go Pay Mission). International Journal of Advanced Science and Technology, 29(04), 8248 -. Retrieved from http://sersc.org/journals/index.php/IJAST/article/view/30561