본문 바로가기
KERD
논문KCI 등재

A Study on the Implementation of gamification in Mobile Payment Services

0

조회

0

다운로드

0

인용

0

참고문헌

키워드

주제분류학제간연구

초록

The importance of gamification is garnering increased attention in the corporate world. Gamification refers to using game mechanics and thinking patterns in non-game domains to promote user engagement. By reviewing the definition of gamification and related literary research, we aim to understand how to put theory into practice and determine the organization of gamification’s main features. Next, in order to understand the current implementation methods of mobile payment gamification marketing. We analyze popular mobile payment apps as case studies. To examine the effectiveness of game mechanics on mobile payment marketing to determine whether there is a positive impact on brand loyalty and stickiness. The results are used to identify shortcomings in gamified mobile payment systems. Finally, we propose a gamification framework model for mobile payments and offer recommendations for underutilized game mechanics based on previous cases. Future research can reference our model for deeper studies on the effectiveness and impact of gamified mobile payments.

Abstract

The importance of gamification is garnering increased attention in the corporate world. Gamification refers to using game mechanics and thinking patterns in non-game domains to promote user engagement. By reviewing the definition of gamification and related literary research, we aim to understand how to put theory into practice and determine the organization of gamification’s main features. Next, in order to understand the current implementation methods of mobile payment gamification marketing. We analyze popular mobile payment apps as case studies. To examine the effectiveness of game mechanics on mobile payment marketing to determine whether there is a positive impact on brand loyalty and stickiness. The results are used to identify shortcomings in gamified mobile payment systems. Finally, we propose a gamification framework model for mobile payments and offer recommendations for underutilized game mechanics based on previous cases. Future research can reference our model for deeper studies on the effectiveness and impact of gamified mobile payments.

참고문헌 (25)

  1. "The future of online and offline is no longer divided, how to effectively establish a "new network economy" (2021)[URL]
  2. G. Zichernman, "Gamification by design : Implementing game mechanics in web and mobile apps" (2011), O'Reilly Media, Inc
  3. H. Kai, "A definition for gamification : anchoring gamification in the service marketing literature", Electronic Markets, 27(1), pp.24~29 (2017)
  4. G. Zichermann, "The gamification revolution : how leaders leverage game mechanics to crush the competition" (2013), McGraw Hill
  5. D. Palmer, "The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition", Deloitte Review, 11, pp.52~69 (2012)
  6. H. Robin, "MDA: A Formal Approach to Game Design and Game Research", Proceedings of the AAAI Workshop on Challenges in Game AI, 4(1), pp.1722~ (2004)
  7. H. C. Lin, "How Gamification Marketing Activities Motivate Desirable Consumer Behaviors : Focusing on the Role of Brand Love", Computers in Human Behavior, 88, pp.121~133 (2018)
  8. J. Y. Lee, "The role of gamification in brand app experience : The moderating effects of the 4Rs of app marketing", Cogent Psychology, 6(1), pp.1576388~ (2019)
  9. Bunchball, Inc, "Gamification 101: An Introduction to the Use of Game Dynamics to Influence Behavior. White paper, 9", pp.9~13 (2010)
  10. H. T. Kim, "Key strategies for communication that drive gamification marketing customers" (2013), Youngjin. com
  11. S. H. Hsu, "Designing Attractive Gamification Features for Collaborative Storytelling Websites", Cyberpsychology, behavior, and social networking, 16(6), pp.428~435 (2013)
  12. J. J. Lee, "Gamification of financial services" (2021), Korea Developement Bank
  13. M. Stefanel, "Gamification of financial services : current trends and future possibilities" (2014), Apis Partners
  14. D. Griffin, "Press start : using gamification to power-up your marketing" (2020), Bloomsbury Business
  15. "Can Social Become a Payment Service Hub?" (2018)[URL]
  16. "Asia-Pacific Top 10 Mobile Wallet Profiles 2019" (2019), yStats GmbH, & Co.
  17. "Line Pay pushes the transfer to get red envelopes, and sends out tens of millions of red envelopes in 3 days" (2018)[URL]
  18. E. L. Deci, "The"What"and"Why"of Goal Pursuits : Human Needs and the Self-Determination of Behavior", Psychological inquiry, 11(4), pp.227~268 (2000)
  19. C. Gan, "Understanding the effects of gratifications on the continuance intention to use WeChat in China : A perspective on uses and gratifications", Computers in Human Behavior, 78, pp.306~315 (2018)
  20. "Line Pay users in Taiwan are approaching 10 million, and transactions have increased by 90% in the first three quarters" (2018)[URL]
  21. "McDonald's WeChat Pay flagship store settled in Guangzhou, hamburgers "packed"into WeChat red envelopes" (2015)[URL]
  22. C. M. Cheung, "How online social interactions influence customer information contribution behavior in online social shopping communities: a social learning theory perspective", Journal of the Association for Information Science and Technology, 66(12), pp.2511~2521 (2015)
  23. J. C. Wang, "Social interaction and continuance intention in online auctions : A social capital perspective", JDecision Support Systems, 47(4), pp.466~476 (2009)
  24. J. C. Nunes, "Social interaction and continuance intention in online auctions : A social capital perspective", JDecision Support Systems, 32(4), pp.504~512 (2006)

관련 논문AI추천

이 간행물의 다른 논문 (66건)