Gamification in the Marketplace for Gen Z: Determinants Using Gamified Learning Theory
Gamification is the process of incorporating game design aspects into non-gaming products or services to enhance usage and provide more long-term effects. The implementation of gamification in diverse practical focus areas necessitates the application and adaptation of the gamification theoretical idea to technological breakthroughs and their application. The goal of this study is to examine the determinants of gamification in the marketplace using gamified learning theory. This research takes a quantitative approach, utilizing SEM-PLS modeling and the SmartPLS 4.0 analytic tool. Participants from Generation Z were employed for this study. This group is recognized for its tendency to become readily bored and to move around while utilizing a product. According to the findings of this study, varying the intensity of recommendations to other people can demonstrate that the output does not only stop at the outcomes of playing, such as the acquisition of coins or other rewards, but also extends to the act of recommending to others. This is consistent with the game's features, which include the ability to invite friends to help finish objectives. This study has theoretical significance for enhancing differentiated learning theory. In practice, the findings of this study highlight the importance of consistently designing instructional features and content to keep students' attention. The research's flaws stem from the usage of limited game elements and the participants' background profile, which was ignored in favor of ignoring their game experience.
Authors
- Sunarno Sunarno (ORCID: https://orcid.org/0000-0002-7100-0628)
- Henilia Yulita (ORCID: https://orcid.org/0000-0002-3782-2273)
- Oktafalia Marisa Muzammil (ORCID: https://orcid.org/0009-0004-8515-2640)
- Kurnadi Gularso (ORCID: https://orcid.org/0000-0002-6371-8613)
- Suryo Adi Wibowo (ORCID: https://orcid.org/0000-0001-7460-0250)
- Michael Christian (ORCID: https://orcid.org/0000-0001-8892-5400)
Institutions
- Binus University (ID)
- Krida Wacana Christian University (ID)
- University of Bunda Mulia (ID)
- Universitas Tama Jagakarsa (ID)
Publication Details
- Published
- 2024-09-21
- DOI
- https://doi.org/10.1109/isemantic63362.2024.10762271
- Citations
- 5
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 3.95