THE IMPACT OF
GAMIFICATION ON FEMALE GEN Z USERS’ CONTINUANCE INTENTION TO USE DIGITAL
PAYMENT METHOD IN JAKARTA
Audrey Thalia Jesslyn*, Chiquita Adaora, Jerry S.
Justianto, Irene Bunga Amanda
Management Department,
Universitas Bina Nusantara, Jakarta, Indonesia
Email:
[email protected]*
Article
Information |
|
ABSTRACT |
Received:
January 16, 2023 Revised:
January 25, 2023 Approved: February 16, 2023 Online: February 23, 2023 |
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The rapid advancement in technology today has altered the way and conduct of customers when making
purchases. Almost every
part of life
has started to change
from conventional to digital. This is relevant, for example, in the case of payment transactions. The large number of e-commerce industries, online
transportation, and payment
systems through digital
payment applications reflect
Indonesia's rapid digitalization. The payment system
emerged as a revolution that transformed
the cash payment system into a non-cash payment system.
GoPay, OVO, Dana,
Linkaja, Qris, Shopee
Pay Later, Doku,
and other digital
payment methods are
currently available in Indonesia. The aim of
this study was to examine the impact of the gamification on the intention to continue using the
Digital Payment Services. This form
of study is known as quantitative analysis. This study's data source is primary data collected from
digital payment users in Indonesia. ·
|
Keywords |
|
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Gamification; digital payment services; intention to
use; intention
to continue use |
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INTRODUCTION
The rapid development of e-commerce, social- commerce
and the rise of fully integrated lifestyle applications that encompass an array
of services within their ecosystem, along with other new mobile based
technologies, has drastically changed how vendors compete for sales and
consumers complete their transactions, safely with a scan, pin, fingerprint, or
push of a button. The shift from cash to non cash transactions has become the
key for financial institutions to keep businesses competitive and resilient at
the same time. This has led to the growing popularity of mobile payments.
Mobile Payments are defined as transactions or money transfer from one person
to another or from person to vendor using a mobile phone (Dahlberg et al., 2015).
The fundamental advantage of mobile payments is in its
convenience, as it is not limited to time or location. In the case of brick
& mortar vendors, where maximizing orders is key for the business, a
consumer may simply scan a QR code and allow the next customer to purchase,
in-turn increasing capacity and subsequently, revenue. E-money transactions reached
Rp 15.8 trillion in January of this year. In Indonesia, the largest digital
transactions are coming from retail (28%), online transportation (27%), food
order (20%), e-commerce (15%), and bill payments (7%) (Wang et al., 2017). This implies that all organizations, not just
start-up companies but also traditional banks, telecommunication companies,
utilities and so on, can become part of the fintech phenomenon, if they can
craft innovative business models and add-value to the overall consumer journey
and experience.
As of February 2020, 41 licensed e-Wallet platforms
have been approved by Indonesian government regulators. Between 2017 and 2018,
digital consumers in Indonesia grew from 64 million to 102 million, almost half
the total population in Indonesia (Sanny et al., 2022). The top five digital payment platforms in Indonesia
based on the number of monthly active users between 2017-2019 were GoPay, OVO,
DANA, LinkAja, and Jenius.
Nowadays digital payment has penetrated into various
business sectors. With the growing affluence of mobile technology, digital
payment has become the leading platform that facilitates the transaction of
payment between the consumers and sellers (C.-M. Leong et al.,
2021; L.-Y. Leong et al., 2020) However, we also know that digital payments have an
effective way to attract first- time customers, such as by giving benefits that
we can call instant reward programs. These short and instant rewards,
especially in the marketing domain are introducing the gamification techniques
at a rapid pace in the non-gaming environments. Gamification is one such
technology that falls under this category. It not only helps in improving the efficiency
of users but also motivates and encourages them to perform a particular task in
an enjoyable way (Koivisto & Hamari,
2019). Still in its early development, the abilities and
elements of gamification are deemed to be readily adaptable for their app users
in this sector. Instant Reward Programs is a short-term program that rewards
consumers instantly with small premiums per fixed spending (Minnema et al., 2017). The instant reward programs include discount,
cashback, and points, badges, ladders, and so on.
Mobile payment research from 2007 to 2014 and
concluded that the research has focused mainly on three themes: strategy and
ecosystems, technology, and adoption (Dahlberg et al., 2015). There are many reasons or various motivations behind
why the consumer continues to use digital payment. There are still currently no
studies available where the influence of different elements of gamification has
been conducted on female consumers. This research focuses on addressing these
gaps that focus on the impact of gamification in digital payments, the
intention to continue using digital payment services, and the factors that
influence payment preferences. The goal is to determine which factors or
reasons are important to consumers.
In the present research, technology acceptance model
(TAM) is used to examine the impact of gamification on the young female
consumers’ willingness to use online websites for shopping. Then though
elaborate efforts have been made on identifying determinants of using digital
payment methods, the variables used in preceding research using planned theory
behavior have been selectively limited. This research is also a crucial
objective of the study where there is a need to comprehensively evaluate the
influence of gamification and attitude implemented on different digital payment
methods on the gen Z female consumers’ behavior.
By extending the Theory of Planned Behavior, this
research tries to study the effect of gamification in reference to digital
payment methods and determine whether the model still holds good even after so
many years of change in consumer behavior and technological innovations. The
goal of this study is to examine the impact of gamification on female gen Z
users’ continuance intention to use digital payment method in Jakarta. This
study is structured into three parts. The first reviews the previous literature
on digital payment and defines the factors that influence its adoption. Part
two presents theories related to the study topic and constructing framework
models. The description research method and sampling characteristic will be
described in part three.
Gamification
is the application of game design ideas, game thinking, and game mechanics to
non-game situations (Deterding et al., 2011).
Gamification became a popular topic around 2010, and it has been used as one of
the methods to motivate community involvement in various actions. The use of
gamification can not only be used in one particular field of science but can also be used
to increase motivation and involvement in various scientific disciplines such
as health (Orji & Moffatt, 2018),
education (Barata et al., 2017;
Najjar & Salhab, 2022), and consumer behavior (Morganti et al., 2017;
Tobon et al., 2020)
as well as in fintech and e-commerce businesses. Gamification is used to
influence consumer behavior and attitudes. In this case, gamification's control
over game features can have a positive impact on the gaming experience and the
formulation of consumer intentions in terms of intent to continue using.
Gamification components such as levels, points, badges, leader boards, avatars,
quests, social graphs, awards, and certifications can all be used to track
gamification (Zainuddin et al., 2020).
Actual
use of gamification is also explored. Main findings suggest only a small
percentage of teachers (11.30%) use gamification on a regular basis in their
courses although teachers’ attitude towards gamification is positive and high.
Nevertheless there is a significantly more positive attitude towards
gamification for teachers serving in private universities than in public
universities. Results revealed no age dissimilarities in use or attitude
towards gamification. Results also suggest an attitude-use gap (Martí-Parreño et al., 2016).
From the following explanation, a hypothesis can be drawn :
H1: There is a positive
relationship between gamification and attitude
Theory
of planned behavior (TPB) proposes that behavior is predicted by behavioral
intention which is predicted by three base components: attitudes toward the
behavior, subjective norms regarding the behavior and perceived control over
the behavior. This theory has been applied to hundreds of studies to predict
behavior and found to be well supported by empirical evidence (Schifter & Ajzen, 1985).
According to TPB, behavioral intention is determined by attitude toward the
behavior, subjective norm, and perceived behavioral control. In this case,
gamification has been defined as a process of enhancing services with
motivational affordances in order to invoke gameful experiences and further
behavioral outcomes (Koivisto & Hamari, 2019). In
defining gamification, Koivisto and Hamari (2019) highlight the role of
gamification in invoking the same psychological experiences as games does.
However, it is unclear which affordances are unique to digital payment methods
as well as which psychological outcomes can be strictly considered to stem from
gamification. From the perspective of these definitions, there is room for a
large variety of studies that could be framed as gamification. As a result,
users' intentions and behavior to continue making transactions at a certain
level have an indirect influence on their attitudes and behavior control (Ajzen, 1991).
Therefore, the hypothesis proposed:
H2: There is a positive
relationship between gamification and perceived behavior
Gamification,
according to this description, is a three-part process that incorporates
emotions, mechanisms, and dynamics (Sailer & Homner, 2020).
Gamification may be inferred on three levels, according to Koivisto and Hamari (2019) psychological abilities,
motivation, and behavior. Previous research done by Fang et al. (2019) stated that there is a
positive relationship between gamification and subjective norms. Subjective
norms are the incentives or pressures that one may detect in one's social interactions.
Perceived behavioral control represents one's views about whether he or she can
do the activity (self-efficacy) and reflects one's belief about the
availability of elements that may make it easier or harder to accomplish the behavior.
Aspects of attitude, subjective norms, and perceived behavior control should be
considered in this framework when devising behavior modification tactics to
promote one's aim. Gerdenitsch et al. (2020) stated that there is a
positive relationship between gamification and subjective norms in digital
payment. From the following explanation, we draw the hypothesis:
H3: There is a positive
relationship between gamification and subjective norms
In
this theory, attitudes, subjective norms and perceived behavioral control are
used in order to predict an intention with a like-high accuracy. The theory of
planned behavior is used widely to predict and modify human actions. According
to Ajzen (2020), Theory of Planned Behavior
elaborates that behavioral intentions, and the immediate precursors of behavior
are defined by attitude toward the behavior and subjective norm with respect to
the behavior as well as perceived control over the behavior. Along with being
one of the most widely cited theories, it is one of the highly applied behavior
theories. It evolved from the TRA, suggesting that intention to act is the best
predictor of behavior. Intention is in itself an outcome of the combination of
attitudes toward behavior. That is, the positive or negative evaluation of the
behavior and its expected outcomes and subjective norms are the social
pressures exerted on an individual resulting from their perceptions of what
others think they should do and their inclination to comply with these
expectations. Based on this literature (Cheon et al., 2012),
thus, we hypothesize the following:
H4: There is a positive
relationship between attitude and continuance intention to use
Ajzen
(2020)
introduced the construct' perceived behavioral control' into his theory of
planned behavior as a determinant of both behavioral intention and of the
behavior itself. That appears, perceived behavioral control is much like self
efficacy, but operationally, it is usually evaluated by the ease or perhaps
difficulty of the behavior. Behavioral is directly predicted by perceived
behavioral control. The behavioral intention to act would be the foremost
variable in this model since it directly predicts action and acts as a mediator
between other three variables in the theory of planned behavior (Ajzen, 2020).
Perceived behavioral control refers to perception of their capability to do a
given behavior. Based on the concept of planned behavior, perceived behavioral
control, combined with behavioral intention, can easily be used to predict
behavioral achievement (Ajzen, 2020).
H5: Perceived behavioral
control of Gen Z user’s are associated positively with the continuance
intention to use digital payment method.
Social
influences in the form of subjective norms are used as factors both in models
of technology acceptance and in their subsequent adaptations (Venkatesh & Bala, 2008).
This factor is defined as the degree that individuals' perception of what
people important to them consider on whether they should adopt a system or perform
a certain action (Lai, 2017). Lu (2005) suggested that social
influences are potentially important determinants of mobile technology
adoption. Previous studies have identified that subjective norms and attitudes
are related. As for digital payment, by seeing others especially whom they
regard as trustworthy using mobile payment, it will create this form of
positive attitude. The subjective norm, in the context of mobile payment, is
the degree to which a social environment perceives mobile payment as desirable (Schierz et al., 2010).
This social construct is composed of two basic underlying sets of factors.
First, the beliefs that consumers have about the people they regard as a
reference and second is the motivation of individuals to behave according to
the desires of the people of reference (del Bosque & Crespo, 2005).
H6: The subjective norms of
Gen Z users’ are associated positively with the continuance intention to use
digital payment method.
Figure 1
Conceptual Framework
METHODS
A quantitative
approach is used in this study in order to analyze the hypotheses by conducting
an online survey. In this study, the authors will use a non-probability
convenience sampling method because for the reasons of convenience and based on
using people who are easily accessible (Mäntymäki et al., 2014). Research conducted for the
respondents who are a user of the instant reward program on the digital payment
for female, Lee (2009), the recommended sample size is
100 samples or more. In this study, the authors choose to use a green formula
to predict the number of samples needed. In conclusion, the number of minimum
respondents needed in this research is 90, but the authors decide to aim 150
respondents.
The authors designed a
questionnaire into three parts including filter questions, demographic section
and followed by research questions. The filter question consisting of first,
whether the respondents are female or male, second whether they are born within
1997-2012, whether the respondents domicile in Jakarta or not and lastly
whether they are a user of an instant reward program on the digital payment or
not.
The authors use 6
point Likert-scale in order to avoid neutral answers and force the respondents
to show their true feelings. To test the research constructs, the authors use
PLS- SEM to analyze the cause-effect relation between the research construct.
The PLS-SEM is a causal modeling approach aimed at maximizing the explained
variance of the dependent latent constructs (Shao et al., 2019) and considered the “most fully
developed and general system” (Aparicio et al., 2012).
RESULTS
This research was gathered specifically to
data the generation z female who lives in Jakarta and using digital payment.
The researcher gathered the main research with 158 respondents who passed the
filter questions. To test the reliability and validity, following to test the
hypothesis the researcher ran a structural equation model through Smart- PLS.
Table 1 below shows the results of constructs’ item loadings, average variance
extracted (AVE), composite reliability (CR) and cronbach’s alpha.
For the hypothesis testing, this study has
revealed there is a positive association between gamification and attitude (β =
0.754, p-value = 0.000), gamification and perceived behavioral control (β = 0.727, p-value =
0.000), gamification and subjective norm (β = 0.787, p-value = 0.000) which
concludes that H1, H2 and H3 were supported. This means gamification in digital
payment most likely has a positive association to user’s attitude, perceived
behavioral control and subjective norms. The digital payment platform should
consider adding gamification elements on their platform so users’ will take it
as a consideration to use it and find pleasure when using the digital payment
method.
Furthermore, the results also reveal that
there is no positive association between attitude and continuance intention to
use (β = 0.120, p-value = 0.300) this concludes that H4 is not supported. The
complete theoretical framework of Attitude is to understand how the external
variables shape one’s cognitive beliefs, the attitude of use, behavioral
intention and other constructs that affect personal behavior. However,
attitudes have strong behavioral elements. Assume that when someone forms an
intention to act that they will be free to act without any limitation. But in
the real world many constraints may exist of subjective normative and exterior
influences, which limited personal freedom to act. Attitude is a relatively
more lasting impact beyond all previous experience, hence to continue using
digital payment methods have developed a strong continuance habit. This implies
even though an individual’s attitude can be influenced by the overall
perception to access such services and beneficial to the users; but in essence,
the continuance acts still depending on subjective norms and behavioral control
of the individual. On the contrary, the effects of attitude on intention to
continue using is found not to be the only variables that have effects.
The study from Bhattacherjee (2001) shows that
attitude, as opposed to satisfaction, is a stronger driver of intention in the
use of utilitarian (i.e. mobile apps) vs. hedonic products. The stronger the
beliefs about the use of a technology, the stronger the intention to use. Hence
why in this particular research, the attitude towards continuance intention to
use is not supported. Attitude is defined as the extent to which a person likes
certain technology, and the attitude toward technology can be in the form
negative or positive. Therefore consumers will continue to use a specific
technology when they have positive feelings about the technology (Khan et al., 2019; Schifter & Ajzen, 1985). Since the
study found that subjective norms play an important role in the user’s intention
to continue to use digital payment methods services. Therefore, we proposed
some practical implications, particularly those concerned with attitude and the
continuance intention.
This study also revealed that there is a
positive association between perceived behavioral control with continuance
intention to use (β = 0.406, p-value = 0.001), subjective norms and continuance
intention to use (β = 0.407, p-value = 0.000). This indicates that H5, and H6
were supported. It may be explained by the fact that social influences in the
form of subjective norms are used as factors of acceptance and adaptations
which leads to continuance intention to use.
Table 1
Table Construct Reliability and Validity
Variables |
Item
Loadings |
AVEa |
CRa |
Cronbach’s
Alpha |
Attitude A1 A2 A3 A4 A5 |
0.770 0.785 0.867 0.728 0.765 |
0.615 |
0.888 |
0.843 |
Perceived Behavioral Control PBC1 PBC2 PBC3 PBC4 |
0.777 0.826 0.776 0.773 |
0.621 |
0.868 |
0.797 |
Subjective Norms SN1 SN2 SN3 SN4 SN5 |
0.873 0.813 0.810 0.866 0.876 |
0.719 |
0.928 |
0.902 |
Continuance
Intention To Use CTU1 CTU2
CTU3 CTU4 |
0.853 0.884 0.823 0.900 |
0.748 |
0.922 |
0.888 |
Gamification GMF1 GMF2 GMF3 GMF4 GMF5 GMF6 GMF7 GMF8 GMF9 |
0.717 0.789 0.827 0.859 0.793 0.776 0.761 0.745 0.828 |
0.623 |
0.937 |
0.924 |
Table 2
Structural Equation Model
Hypothesis |
Path-coefficient |
P-Value |
Conclusion |
H1 GMF à ATT |
0.754 |
0.000 |
Accepted |
H2 GMF à PBC |
0.727 |
0.000 |
Accepted |
H3 GMF à SN |
0.787 |
0.000 |
Accepted |
H4 ATT à CTU |
0.120 |
0.300 |
Rejected |
H5 PBC
à CTU |
0.406 |
0.001 |
Accepted |
H6 SN à CTU |
0.407 |
0.000 |
Accepted |
CONCLUSION
Digital
payments have been carried out in recent years and has penetrated into various
business sectors. With the advancement of mobile technology, digital payments
have taken the lead as the platforms make it easier for buyers and sellers to
do transactions. Incentives that we might refer to as instant reward programs
are one way that digital payments have been successful in luring new customer.
Gamification techniques are being introduced quickly in non- gaming
environments because to these quick and easy rewards, particularly in the
marketing field. One such technology that fits under this category is
gamification. It not only increases user productivity but also inspires and
encourages people to complete a task in a fun and engaging manner. Gamification
positively influences the attitude and increases behavioral control among the
gen z female consumers in Jakarta. The digital payment companies should design
their digital payment methods in such a manner that it includes the
gamification elements. Especially for the gen z female consumers, the digital
payment services should incorporate the gamified elements so as to lead them to
an enjoyable and engaging experience. Points and badges not only serve as
rewards or stimuli for the consumers but also motivate them to repeat their
behavior.
This
technology adoption is also influenced by the social influence which will
affect the users’ attitude. However, attitudes strongly reflect behavior. Assume
that when someone decides to act, they will be unrestricted in their actions.
However, in the real world, there can be a lot of restrictions due to
subjective normative and outside forces, which would limit one's ability to
act.
This
paper has a number of research limitations, first this research is only
focusing on Jakarta and female generation z. For future research, this paper
makes some suggestions that could look into other concepts such as trust. In
using digital payment, as a financial service trust is needed in order to make
people use the platform because it involves money in it. Moreover, the enhanced
model identifies certain positive elements that can help the digital payment
services to develop gamified strategies to increase consumer engagement and in
return generate revenue for the company. This highlights the importance of
subjective norms and Perceived behavioral control in the decision-making of gen
z female consumers.
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