Boosting User Engagement In Ticketing System Through Gamification In Indonesia
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The rapid growth of mobile applications in Indonesia, exemplified by the rise from 7.31 billion downloads in 2021 to 7.56 billion in 2023, poses a significant challenge in retaining user engagement post-download. This study explores how gamification can enhance user engagement in ticketing applications, with a focus on Tiket.com. Using the Self-System Motivational Development Model (SSMMD), we investigate the influence of gamification elements—achievement, social, and immersion orientations—on satisfying users' psychological needs (competence, autonomy, and relatedness) and their impact on user engagement. Data collected from Tiket.com users indicate that gamified features significantly improve user satisfaction and engagement, promoting continued app usage, positive word-of-mouth, and higher app ratings. These findings provide crucial insights for app developers and marketers in Indonesia, suggesting that effective gamification strategiescan lead to better user retention and overall app success.



