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A Case Study in Starbucks, Puchong Jaya: Gamification Can<br />

Motivate Customer to Engage in a Loyalty Program<br />

Chon Man Heng<br />

Supervisor: Prof Madya Dr. Muhammad Safiih Bin Lola<br />

Bachelor of Science (Financial Mathematics)<br />

School of Informatics and Applied Mathematics<br />

This research studied how gamification elements could undermine user’s inherent<br />

motivation to use a loyalty program. The objective of this study is to determine which is<br />

the most effective gamification element to motivate customer’s intrinsic motivation to<br />

engage in a loyalty program. Survey has been conducted in front of a Starbucks Brunch<br />

in IOI shopping mall Puchong and analysis of covariance (ANCOVA) was used after data<br />

was collected to determine the most effective gamification element. This study found that<br />

the presence of gamified form using level can strengthen individual’s intrinsic motivation<br />

to use the loyalty program. These findings can help to provide important practical<br />

implications for designing a more effective loyalty program. An effective loyalty program<br />

not only helps to reduce the cost of living of the users, it also can improve the wellbeing<br />

of the society.<br />

797 | UMT UNDERGRADUATE RESEARCH DAY 2018

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