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ICOMIT 20242024Research

The Impact of Gamification Towards Repurchase Intention in E-Wallet Application

Abstract

This study examines the influence of gamification and three levels of cognitive abstraction — hedonic value, social value, and utilitarian value — on repurchase intention in the DANA e-wallet application, and tests whether gamification moderates these three values, among 205 undergraduate and postgraduate students at a public university in Malang.

01 / Problem

Gamification features in e-wallet apps do not automatically influence users' decisions to repurchase/top up; some users simply see the app as a place to store money and pay without caring about gamification features, so its real impact needs testing, especially in the still under-researched fintech context.

02 / Method

An online 5-point Likert-scale survey was distributed to DANA e-wallet users who had experienced its gamification features, yielding 205 valid samples out of 230 respondents. Data was analyzed using a non-parametric Generalized Linear Model (GLM) since it failed the normal-distribution assumption.

03 / Experiment

Questionnaire reliability was tested with Cronbach's alpha (all variables rated good to excellent), then the direct relationships and gamification's moderating effect on hedonic/social/utilitarian value were analyzed using GLM with Nagelkerke's pseudo-R².

04 / Results

Gamification, hedonic value, social value, and utilitarian value all significantly influence repurchase intention (R²=0.936). Gamification was found to moderate hedonic value and social value, but not utilitarian value — users are driven more by emotional pleasure and social interaction than by the app's practical functions when using gamification features.

05 / Contribution

Provides empirical evidence that gamification is worth applying to fintech applications like e-wallets, with its strongest effect on the pleasure and social aspects, helping fintech companies decide which aspects to emphasize when designing gamification features.

Limitation

The study population was limited to 18-27 year-old students at one public university in Malang, and the 205-respondent sample is relatively small, so generalizing the results to the broader e-wallet user population should be done with caution.

Keywords

GamificationE-WalletHedonic ValueSocial ValueUtilitarian ValueRepurchase Intention

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