Mutia Fadhila Putri, A. Hidayanto, E. S. Negara, Z. Abidin, P. Utari, N. Budi
{"title":"Ranking of Game Mechanics for Gamification in Mobile Payment Using AHP-TOPSIS: Uses and Gratification Perspective","authors":"Mutia Fadhila Putri, A. Hidayanto, E. S. Negara, Z. Abidin, P. Utari, N. Budi","doi":"10.1109/ICICoS48119.2019.8982458","DOIUrl":null,"url":null,"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.","PeriodicalId":105407,"journal":{"name":"2019 3rd International Conference on Informatics and Computational Sciences (ICICoS)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2019 3rd International Conference on Informatics and Computational Sciences (ICICoS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICICoS48119.2019.8982458","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.