Ranking of Game Mechanics for Gamification in Mobile Payment Using AHP-TOPSIS: Uses and Gratification Perspective

Mutia Fadhila Putri, A. Hidayanto, E. S. Negara, Z. Abidin, P. Utari, N. Budi
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引用次数: 1

Abstract

Game mechanics are the most visible part of gamification that designed for interaction with the game state to produce an engaging experience. In a product with gamification, choosing the game mechanics has become the primary focus because it must be appropriate with the product goal. This study aims to investigate the most suitable game mechanics for gamification in mobile payment. AHP-TOPSIS methods used for the process of ranking and selecting the best game mechanics. The criteria and sub-criteria have been determined based on the Uses and Gratification perspective. Hedonic, utilitarian, and social gratification identified as criteria. While enjoyment, passing the time, ease of use, self-presentation, information quality, economic rewards, social value, and social interaction identified as sub-criteria. The questionnaire consists of pairwise comparison, and compatibility assessment of criteria and sub-criteria was conduct and distribute to collecting data from respondents. The results from the processes of AHP-TOPSIS identified feedback as the most suitable game mechanics for gamification in mobile payment. The consistency ratio from consistency checking is CR= 0.013514, and this is acceptable as consistent with the value of CR< 0. 1.
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基于AHP-TOPSIS的移动支付游戏化机制排名:使用和满足视角
游戏机制是游戏化中最明显的部分,旨在与游戏状态进行交互,从而产生引人入胜的体验。在带有游戏化的产品中,选择游戏机制已成为主要焦点,因为它必须与产品目标相匹配。本研究旨在探讨最适合移动支付游戏化的游戏机制。AHP-TOPSIS方法用于排名和选择最佳游戏机制的过程。标准和子标准是根据使用和满足的观点确定的。享乐主义,功利主义和社会满足被确定为标准。而享受、打发时间、易用性、自我呈现、信息质量、经济回报、社会价值和社会互动则被确定为次级标准。问卷采用两两比较的方法,对标准和子标准进行相容性评估,并分发给被调查者收集数据。AHP-TOPSIS过程的结果表明,反馈是最适合移动支付游戏化的游戏机制。一致性检查得到的一致性比率CR= 0.013514,与CR< 0一致,可以接受。1.
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