Gamification in Indonesian Business Insights
Gamification in Indonesian Business Insights
Literature Review
• Understanding Gamification
• Literatures vs Case Studies
• Gamification within Business in
Indonesia
OUTLINE
Methodology
Conclusion
INTRODUCTION
Motivating people Not thoroughly Novelty
Why is it important?
Issues (1)
Issues (2)
through researched in South Gaming passion
technology : East Asia and market in
persuasive Need to adjust to Indonesia
technology or the culture(?) Gap between
gamification
literatures, case
Were not used studies outside
effectively (poorly Indonesia.
designed)
RESEARCH OBJECTIVE
• 78 Academic texts from Pay attention to the user Not a one fit all solutions
Mono
Inductive
method Cross-
Positivism and and Case Study
Interpretivism (Thematic Sectional
Deductive
Analysis)
Key Discussions
Data
• Pragmatism Collection
• Computational literature review and data
• Finding themes and seeking new themes analysis
• Business within Indonesia
• Semi-structured interview
• Reliability and validity
• Time limit Cross sectional
• Using NVivo
Answering Objectives
Gamification in Indonesian
Lack of awareness in
gamification Underutilised game The potential of
elements in business gamification overthrow
the barriers and risks
Growth hacking
tool for start-ups
Adjustments in Indonesia:
cultural and religion
perspectives
Utilitarian and business models
Effective for gamers and millennials Loss of aversion and novelty Expensive
Framework Suggestion:
1. Adaptive gamification, continuously improve the gamification.
2. Combine intrinsic and extrinsic elements in the framework.
3. Avoid complexity when designing gamification.
4. Focus on the user when designing gamification/user centred design
Limitation and Further Study