The effect of gamification elements on user buying intention in an on-demand service platform

Virdha Rahma Aulia, Reny Nadlifatin*, Apol Pribadi Subriadi

*Corresponding author for this work

Research output: Contribution to journalConference articlepeer-review

Abstract

Gamification increases user interaction in many industries, including on-demand services. Gamification's effects on on-demand service platforms need further study. This study explores gamification elements' influence on user buying intention on an on-demand service platform. This research extends the theoretical model of the Technology Acceptance Model by incorporating gamification elements, satisfaction, and engagement. Data were collected by survey and analyzed with SEM GSCA. This study found that points and rewards positively and significantly indirectly impact user buying intention. This study expands gamification research to the on-demand service platform sector, needing more scientific research.

Original languageEnglish
Pages (from-to)1004-1011
Number of pages8
JournalProcedia Computer Science
Volume234
DOIs
Publication statusPublished - 2024
Event7th Information Systems International Conference, ISICO 2023 - Washington, United States
Duration: 26 Jul 202328 Jul 2023

Keywords

  • Gamification
  • buying intention
  • on-demand service
  • research
  • technology acceptance model

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