2020 International Conference on Information Management and Technology (ICIMTech) 2020
DOI: 10.1109/icimtech50083.2020.9211217
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Gamification Effect between Generation X and Millennials: Study on E-commerce Site

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Cited by 4 publications
(1 citation statement)
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“…Shopee was one of the first online marketplaces in Indonesia which introduced gamification to engage and retain customers. Users were able to swap their points for gift prizes that could be used to buy items on the marketplace (Sukmaningsih et al , 2020). On top of motivating users of a marketplace to repurchase products on the platform, gamification also contributes to users’ word of mouth (Wang et al , 2020).…”
Section: Introductionmentioning
confidence: 99%
“…Shopee was one of the first online marketplaces in Indonesia which introduced gamification to engage and retain customers. Users were able to swap their points for gift prizes that could be used to buy items on the marketplace (Sukmaningsih et al , 2020). On top of motivating users of a marketplace to repurchase products on the platform, gamification also contributes to users’ word of mouth (Wang et al , 2020).…”
Section: Introductionmentioning
confidence: 99%