2022 10th International Conference on Cyber and IT Service Management (CITSM) 2022
DOI: 10.1109/citsm56380.2022.9935942
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Gamification Reward in Indonesia's e-wallet Market

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Cited by 3 publications
(2 citation statements)
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“…Technology has been essential in helping MSMEs in Indonesia engage in international trade by increasing their visibility and reaching a wider market (Azaria & Fauziah, 2023). Reward systems incorporating gamification concepts are being adopted in the e-wallet sector; adoption is influenced by features like relative advantage, compatibility, and trialability (Sanny et al, 2022).…”
Section: B Technology Adoption In Entrepreneurship In Indonesiamentioning
confidence: 99%
“…Technology has been essential in helping MSMEs in Indonesia engage in international trade by increasing their visibility and reaching a wider market (Azaria & Fauziah, 2023). Reward systems incorporating gamification concepts are being adopted in the e-wallet sector; adoption is influenced by features like relative advantage, compatibility, and trialability (Sanny et al, 2022).…”
Section: B Technology Adoption In Entrepreneurship In Indonesiamentioning
confidence: 99%
“…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.…”
Section: Introductionmentioning
confidence: 99%