Aditya, Muhammad and Aruan, Daniel (2021) Go-jek Swipe Token VS Shopee Games: The Effect of Difficulty on Gamified Loyalty Program Towards Behavioral Intention and User Attitude. In: Proceedings of the First International Conference of Economics, Business & Entrepreneurship, ICEBE 2020, 1st October 2020, Tangerang, Indonesia.
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Abstract
Gamification is a method where game elements are used in a non-video game context. The aim of this research is to find out the effect that gamification had towards behavioral intention and whether different on difficulties in gamification could change those effect or not. The methodology used is des
| Item Type: | Conference or Workshop Item (UNSPECIFIED) |
|---|---|
| Date Deposited: | 04 Mar 2026 14:15 |
| Last Modified: | 17 Apr 2026 08:48 |
| URI: | http://eprints.eai.eu/id/eprint/33915 |
