THE ROLE OF GAMIFICATION IN ENHANCING CONSUMER ENGAGEMENT IN E-COMMERCE PLATFORMS
DOI:
https://doi.org/10.31539/costing.v7i6.14273Keywords:
Gamification, Consumer Engagement, PersonalizationAbstract
This research explores the role of gamification in enhancing consumer engagement on e-commerce platforms, with a focus on understanding how gamified elements influence consumer behavior, emotional connection, and long-term loyalty. A qualitative approach was employed, utilizing in-depth interviews and focus group discussions with active users of gamified e-commerce platforms. The findings reveal that gamification significantly increases user participation by tapping into intrinsic motivations such as achievement and competition, while personalized rewards and competitive features further enhance consumer engagement. Consumers also reported a strong emotional connection with platforms that incorporate gamification, which fosters greater loyalty. However, demographic factors, such as age and technological familiarity, were found to influence the effectiveness of gamification, with younger users showing greater responsiveness. The research suggests that e-commerce platforms should tailor gamified experiences based on consumer demographics and preferences to maximize engagement. Limitations of the study include a small sample size and the reliance on self-reported data, with recommendations for future research to explore the long-term effects of gamification on purchasing behavior and examine its integration with emerging technologies.
References
Aliya Putri, N. L. (2022). Pengaruh Rekrutmen dan Penempatan Kerja terhadap Kinerja Pegawai pada Kantor Kecamatan Kemuning Palembang. Jurnal Nasional Manajemen Pemasaran & SDM, 3(1), 13–18.
Amalina, V., & Riofita, H. (2024). Pengaruh Strategi Pemasaran Live Shopee Terhadap Keputusan Pembelian Konsumen. Jurnal Inovasi Pendidikan, 6(2), 386–400. https://journalpedia.com/1/index.php/jip/index
Chen, Y., Liu, Z., & Wang, H. (2023). The role of gamification in online retail: Understanding the psychological drivers behind consumer engagement. Journal of Consumer Behavior, 15(2), 101-112.
Deci, E. L., & Ryan, R. M. (2000). The "What" and "Why" of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227-268.
Eka Hartati, Q., Khoiril Mala, I., & Author, C. (2024). Pengaruh Digital Marketing Terhadap Perilaku Konsumen Di Indonesia. Jurnal Pendidikan Sejarah Dan Riset Sosial Humaniora, 4(2), 2621–119.
Fitriani, D., E. H. J. FoEh, J., & Manafe, H. A. (2022). Pengaruh Kompetensi, Motivasi, Dan Budaya Organisasi Terhadap Kinerja Pegawai Melalui Kepuasan Kerja Sebagai Variabel Intervening (Literature Review Manajemen Sumber Daya Manusia). Jurnal Manajemen Pendidikan Dan Ilmu Sosial, 3(2), 981–994. https://doi.org/10.38035/jmpis.v3i2.1190
Fitrianto, Y., Rakasiwi, S., & Kurnialensya, T. (2023). Krea-TIF: Jurnal Teknik Informatika Systematic Literature Review: Trend Augmented Reality 2019-2023 dan Peluang Penerapannya di Masa Depan. Krea-TIF: Jurnal Teknik Informatika, 11(2), 95–110. https://doi.org/10.32832/krea-tif.v11i2.15360
Hatibie, I. K., & Dai, S. L. (2020). Peran E-Marketing Dalam Optimalisasi Destinasi Wisata: Analisis Konten dan Pendekatan Konseptual. Tulisan Ilmiah Pariwisata (TULIP), 3(1), 27. https://doi.org/10.31314/tulip.3.1.27-34.2020
Jones, A., & Wendel, R. (2023). Gamification in digital commerce: Consumer responses and platform strategies. Marketing Science Review, 28(4), 210-224.
Kumar, R., & Singh, A. (2022). Gamification and consumer behavior: A review of recent trends in e-commerce. International Journal of E-commerce Research, 11(1), 49-60.
Lee, J. (2022). Consumer engagement in e-commerce: The effectiveness of gamification elements. Journal of Digital Marketing, 32(3), 175-189.
Mattawang, M. R., & Syarif, E. (2023). Dampak Penggunaan Kahoot Sebagai Platform Gamifikasi Dalam Proses Pembelajaran. Journal of Learning and Technology, 2(1), 33–42. https://doi.org/10.33830/jlt.v2i1.5843
Nugroho, C. M. R., & Darmawan, P. (2024). Implementasi Pembelajaran Berdiferensiasi dalam Perspektif Teori Belajar Humanistik pada Sekolah Dasar: Studi Literatur. Journal of Innovation and Teacher Professionalism, 2(3), 282–290. https://doi.org/10.17977/um084v2i32024p282-290
Nurul Ichsan, R. (2020). Pengaruh Sistem Informasi Manajemen Terhadap Kinerja Pegawai Bpjs Ketenagakerjaan Cabang Medan. Jurnal Ilmiah METADATA, 2(2), 128–136. https://doi.org/10.47652/metadata.v2i2.26
Patel, S., & Liu, T. (2024). Exploring consumer loyalty through gamification: A case study of e-commerce platforms. Journal of Retailing and Consumer Services, 46(1), 58-72.
Purba, J. L. P., & Saptorini, S. (2021). Peran Gembala Terhadap Manajemen Pola Pemuridan Kristen dalam 2 Timotius 2:2 di Era Disrupsi. DIDASKO: Jurnal Teologi Dan Pendidikan Kristen, 1(2), 123–134. https://doi.org/10.52879/didasko.v1i2.28
Purba, R. R. (2020). a Determinasi Kepuasan Kerja Dan Kinerja Pegawai: Analisis Mutasi Pegawai Dan Penempatan Pegawai (Literature Review Manajemen Sumberdaya Manusia). Jurnal Ilmu Manajemen Terapan, 2(2), 252–262. https://doi.org/10.31933/jimt.v2i2.348
Rahmawati, N., Ratnasari, S. L., Azis, D. A., Sutjahjo, G., & Winarso, W. (2023). Pengaruh Gaya Kepemimpinan, Disiplin Kerja, Motivasi Kerja, Dan Lingkungan Kerja Terhadap Kinerja Karyawan. Jurnal Dimensi, 12(1), 202–211. https://doi.org/10.33373/dms.v12i1.5067
Ramadhan, A., & Priyono, A. (2022). Analisis Faktor-faktor yang Mempengaruhi Konsumen M-Banking BCA untuk Terus Menggunakan Layanan M-Banking BCA. Selekta Manajemen
Mahasiswa Bisnis & Manajemen, 01(04), 267–277. https://journal.uii.ac.id/selma/index
Rudiawan, H., Kunci, K., & Produksi, M. (2021). Peranan Manajemen Produksi dalam Menyelaraskan Kinerja Perusahaan. Jurnal Manajemen FE-UB, 9(2), 66.
Shalahuddin, M. A., & Nurfauizah, A. (2023). Strategi Komunikasi Pemasaran di Era Digital. Propaganda, 3(2), 124–130. https://doi.org/10.37010/prop.v3i2.1607
Smith, L., & Johnson, M. (2024). Examining the impact of gamification on consumer engagement in online shopping. E-Commerce Research, 14(1), 35-47.
Sugiono, S. (2020). Industri Konten Digital dalam Perspektif Society 5.0. Jurnal IPTEK-KOM (Jurnal Ilmu Pengetahuan Dan Teknologi Komunikasi), 22(2), 175–191.
Tiniyyah, A. K., & Maunah, B. (2023). Perencanaan Sumber Daya Manusia Dalam Peningkatan Mutu Man 1 Tulungagung Di Era Revolusi Industri 4.0. Idaarah: Jurnal Manajemen Pendidikan, 7(2), 404–422. https://doi.org/10.24252/idaarah.v7i2.38570
Tiwa, T. M. (2020). Gamifikasi Dalam Pembelajaran Siswa Sekolah Dasar. Jambura Elementary Education Journal, 1, 91–99.
Tritamtama, K. A., & Purwitasari, D. (2023). Pengklasteran Data Pelanggan Dari Aplikasi Mobile Untuk Penentuan Strategi Pemasaran Produk PLN. Journal of Information System,Graphics, Hospitality and Technology, 5(2), 56–69. https://doi.org/10.37823/insight.v5i2.323
Wahdatun Aulia, Mukhlis, & AmirulMukminin. (2024). Pengaruh Motivasi Kerja Dan Disiplin Kerja Terhadap Kinerja Pegawai Pada Dinas Perhubungan Kota Bima. Jurnal Nusa Manajemen, 1(2), 326–337. https://doi.org/10.62237/jnm.v1i2.79