Based on the projection by Statista digital retail sales
in Indonesia reached US$ 5.29 Billion. That num-
ber is the highest when compared to the E-commerce
sales of neighboring countries in the ASEAN region.
The closest of which is Singapore (US$ 2.13 Billion),
Malaysia (US$ 2.13 Billion), Thailand (US$ 2,89 bil-
lion) and Vietnam (US$ 1.71 Billion). All of which is
still below the numbers projected by Statista.
To ensure the accomplishments of online member-
ship communities can be a challenge. The companies
have to attract the participants to create a dynamic so-
ciety and even more challenging work is to create a
high-quality user experience that keeps your partici-
pants involve — and repeat buying (Clark, 2019). In
cyberspace, user experiences involve the senses, emo-
tions, cognition, behavior, and relationships as well as
entertainment and escape (Lee and Jin, 2019).
With the rapid development of the E-commerce
Industry, many new and unique ways of getting new
users and customers to use an application, one of them
is gamification which is a sequence of processes that
makes an activity interesting just like what a game
does, that is with adapting several game concepts such
as points, rewards, missions, quests, etc. Gamifica-
tion usually used in conjunction with other gaming
elements such as points, badges, leaderboards and
achievements, These Shopping experience elements
aimed at increasing the use of their apps; On con-
sumers’ side, in hope to receive various prizes by par-
ticipating in gamification, they also find it a joyable
experience.
Information technology used in products and
brands strategy in Indonesia are at significant growth
and consumers also turn to the internet to find recom-
mendations through comments posted on certain web,
discussion communities and social media. Comments
regarding a product bought by a consumer in the in-
ternet is one of the important points of e-Word-Of-
Mouth communication. With their intention to buy,
consumers find comments about products they want.
Several studies on eWOM communication find the
significant effect on willingness of the online buyer
to spread positive impression and review in their vir-
tual community. Furthermore, the quality of the ser-
vices provided indeed affect the customer satisfaction
positively (Purnasari and Yuliando, 2015)(Yan et al.,
2016). Most consumers in the beginning feel skepti-
cal before buying a product and will not believe the in-
formation that is available in the internet. There is an
invisible circle that shows that there is a relationship
between one consumer to another consumer. With e-
WOM, it is easier for consumers to make decisions
when buying products online.
Cited from Wang, studies from Bettman, Hoyer
and Mehrabian, they conclude that before purchas-
ing the product, the consumers will do process the
information about the product from the information
processing model and stimulusorganism-reposnse (S-
O-R) model. (Wang and Chang, 2013). Purchase
intention is the attitude, forms as a response of pro-
cesses after through several action such as observa-
tion and studying towards a certain object. Both mar-
keters and academic researchers put convidence that
purchase intentions present valuable insights into the
effectiveness of marketing.
2 LITERATURE REVIEW
IT investments put focus on e-business market ori-
entation behaviors thus its enable to develop distinct
capabilities. E-commerce applications have potential
for using IT to develop the potential and contribute in
reaching the main business goals. This IT potential
occurs because e-commerce systems are more likely
to grasp and communicate the information. When the
company better deals with the market, the corporate
IS will more support activities that add value in the
customer perspectives (Borges et al., 2009).
The key propeller of “gamification” is to incen-
tivise customers in the gamification experience envi-
ronment to exhibit behaviours and feel emotions like
gameplay. Cited from Houtari, the term “gamifica-
tion” initially used in a personal blog posted by Brett
Terrill (2008). He explains this word as “taking game
mechanics and applying them to other web proper-
ties to increase engagement”. In the next following
years in 2010, these term more common to use in the
business industry (by Deterding et al. in 2011) and in
the academic (by Hamari et al. in 2014) (Huotari and
Hamari, 2017).
Gamification has been applied for many purpose
such as in education to create blended learning en-
vironment (Landers, 2014) (Can and Dursun, 2019),
new product creation (Leclercq et al., 2017), brand-
ing strategy (Lee, 2019) (Yang et al., 2017) and off
course loyalty program for customers (Hsu and Chen,
2018)(Hwang and Choi, 2020)(Lee and Jin, 2019)
though balancing the right level of gamification and
usefulness is not a simple task, to identify the core
gamification elements and significant relationships is
of the upmost importance to investigate, implement,
and constantly refine gamified systems, business and
services, that reinforce engagement, therefore achiev-
ing greater services, products, or evens user accep-
tance (Baptista and Oliveira, 2019).
In e-commerce, the customer experience is cen-
tered on ease-of-use and convenience. They can op-
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