Point System in Digital Bank: Is It the Key to Successful Customer Engagement and Loyalty?

Dewi Maharani, Hanny Juwitasary, Desman Hidayat
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Abstract

This study investigates the transformative impact of digitalization, with a particular focus on emerging digital banking in Indonesia. Amidst a landscape populated by digital banking brands such as Allobank, Blu, Jenius, Neobank, and TMRW, this research reveals distinct differences in their strategies for effectively attracting and retaining customers. Notably, two of the leading digital banks use a spectrum of gamification elements such as badges, levels, challenges, quests, social graphs, and virtual goods. However, a noteworthy aspect, the point system, remains unexplored. Through a quantitative approach involving an online questionnaire distributed to XYZ digital bank users and analyzed with SEM-PLS, this study explores the effect of hedonic, utilitarian, and social aspects of point system gamification on customer engagement and loyalty. The findings indicate a weak but significant positive relationship between the hedonic and social value of XYZ digital bank point system and customer engagement, while the utilitarian value shows a weak and insignificant negative relationship. Most importantly, customer engagement emerged as a powerful and positively significant driver of customer loyalty. Thus, XYZ digital bank is advised to prioritize enhancing the hedonic value, followed by the social value, in their customer engagement strategies, considering alternative avenues beyond the point system gamification to fortify customer loyalty.
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数字银行的积分系统:它是成功吸引客户和提高客户忠诚度的关键吗?
本研究调查了数字化的变革性影响,尤其关注印度尼西亚新兴的数字银行业务。在Allobank、Blu、Jenius、Neobank和TMRW等数字银行品牌林立的环境中,本研究揭示了它们在有效吸引和留住客户的策略上存在的明显差异。值得注意的是,其中两家领先的数字银行使用了一系列游戏化元素,如徽章、关卡、挑战、任务、社交图谱和虚拟商品。然而,积分系统这一值得注意的方面仍未得到探索。本研究通过向 XYZ 数字银行用户发放在线调查问卷的定量方法,并使用 SEM-PLS 进行分析,探讨了积分系统游戏化的享乐性、功利性和社交性对客户参与度和忠诚度的影响。研究结果表明,XYZ 数字银行积分系统的享乐价值和社会价值与客户参与度之间存在微弱但显著的正相关关系,而功利价值与客户参与度之间存在微弱但不显著的负相关关系。最重要的是,客户参与是客户忠诚度的一个强大且具有积极意义的驱动因素。因此,建议 XYZ 数字银行在其客户参与战略中优先考虑提升享乐价值,其次是社会价值,并考虑积分系统游戏化以外的其他途径来加强客户忠诚度。
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