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Open access Jurnal SINTA 1

Trends and Applications of Gamification in E-Commerce: A Systematic Literature Review

Journal of Information Systems Engineering and Business Intelligence · Vol. 9 No. 1 (2023) · pp. 28–37

DOI
10.20473/jisebi.9.1.28-37
ISSN
2443-2555, 2598-6333
Published
2023-04-28
Publisher
Universitas Airlangga
Language
eng
License
creativecommons.org/licenses/by/4.0

Abstract

Background: Gamification is a trend that has emerged with the growth of e-commerce. Given the wide range of human characteristics, determining which gamification elements perform well and what impact those gamification elements have can be challenging. Objective: This study aims to conduct a systematic literature review to broadly review the impact that can be caused by the application of gamification elements in e-commerce. This study also attempts to identify the current trends in using gamification elements. Methods: This study was carried out based on the Kitchenham approach and analyzes 25 research papers extracted from a total of 550 papers. The articles were gathered from ACM, Emerald, ScienceDirect, and Scopus and were published between 2016 and 2021. Results: This study found that the trend of research in the field of gamification in e-commerce continues to grow every year. Also, this study found that the most frequently used gamification elements are achievement-oriented (such as rewards, points, badges, and leaderboards). Meanwhile, immersion-related gamification elements (such as avatars, fantasy, etc.) are emerging as a new trend for new gamification elements to be incorporated in e-commerce. This study also found three major themes, namely consumer loyalty, consumer engagement, and user behavior, as a result of the application of gamification in e-commerce. Conclusion: This study helps to improve knowledge of various gamification elements, trends, and impacts on e-commerce. Future studies need to examine the challenges that may arise in the application of gamification elements to the three major themes found in this study and find potential solutions to overcome them. Keywords: E-Commerce, Gamification, Gamification trends and applications, Kitchenham, Systematic literature review.

Collaboration network of the authors

33 authors · 87 co-authorship links · 29 across different organisations

Hover or tap a name to highlight its co-authors. Double-click to open the author's page.

  • University of Indonesia
  • Universitas Teknokrat Indonesia
  • Institut Pariwisata Trisakti
  • National Research and Innovation Agency
  • Universitas Islam Negeri Raden Intan Lampung
  • Badan Pusat Statistik
  • Bakrie University
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Sofian LusaInstitut Pariwisata Trisakti4
Erisva Hakiki PurwaningsihUniversity of Indonesia2
Deden Sumirat HidayatNational Research and Innovation Agency2
Rias Kumalasari DeviUniversity of Indonesia2
KautsarinaAffiliation unknown2
Ahmad Ari AldinoUniversitas Teknokrat Indonesia1
Riyama AmbarwatiUniversitas Islam Negeri Raden Intan Lampung1
Rini MuliahatiAffiliation unknown1
Herlambang PermadiBadan Pusat Statistik1
Puja Putri AbdullahUniversity of Indonesia1
Rina RahmawatiUniversity of Indonesia1
Assaf AriefUniversity of Indonesia1
Prasetyo AdiUniversity of Indonesia1
Ferdian Maulana AkbarUniversity of Indonesia1
Robby HermansyahUniversity of Indonesia1
Nadya SafitriUniversity of Indonesia1
Damayanti ElisabethUniversity of Indonesia1
Yeni ApriyanaAffiliation unknown1
Raden TrimanadiAffiliation unknown1
Rahma DestrianiUniversity of Indonesia1
Raihansyah Yoga AdhitamaUniversity of Indonesia1
Imairi EitiveniUniversity of Indonesia1
Nandhita Zefania MaharaniUniversity of Indonesia1
Shabrina Salsabila KurniawanUniversity of Indonesia1
Elin CahyaningsihBakrie University1
Iqbal Caraka AltinoUniversity of Indonesia1
Prasetyo Adi Wibowo PutroUniversity of Indonesia1
Wahyu Setyawan WibowoAffiliation unknown1
Ilham Zharif MustaqimUniversity of Indonesia1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

Metadata source: OAI-PMH (metadata jurnal) https://e-journal.unair.ac.id/JISEBI/oai, first harvested 29 Okt 2026, last seen 29 Okt 2026.
Original metadata (oai_dc)
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	<dc:title xml:lang="en-US">Trends and Applications of Gamification in E-Commerce:  A Systematic Literature Review</dc:title>
	<dc:creator>Rahmadhan, Muhamad Adhytia Wana Putra </dc:creator>
	<dc:creator>Sensuse, Dana Indra </dc:creator>
	<dc:creator>Suryono, Ryan Randy</dc:creator>
	<dc:creator>Kautsarina, Kautsarina</dc:creator>
	<dc:description xml:lang="en-US">Background: Gamification is a trend that has emerged with the growth of e-commerce. Given the wide range of human characteristics, determining which gamification elements perform well and what impact those gamification elements have can be challenging.
Objective: This study aims to conduct a systematic literature review to broadly review the impact that can be caused by the application of gamification elements in e-commerce. This study also attempts to identify the current trends in using gamification elements.
Methods: This study was carried out based on the Kitchenham approach and analyzes 25 research papers extracted from a total of 550 papers. The articles were gathered from ACM, Emerald, ScienceDirect, and Scopus and were published between 2016 and 2021.
Results: This study found that the trend of research in the field of gamification in e-commerce continues to grow every year. Also, this study found that the most frequently used gamification elements are achievement-oriented (such as rewards, points, badges, and leaderboards). Meanwhile, immersion-related gamification elements (such as avatars, fantasy, etc.) are emerging as a new trend for new gamification elements to be incorporated in e-commerce. This study also found three major themes, namely consumer loyalty, consumer engagement, and user behavior, as a result of the application of gamification in e-commerce.
Conclusion: This study helps to improve knowledge of various gamification elements, trends, and impacts on e-commerce. Future studies need to examine the challenges that may arise in the application of gamification elements to the three major themes found in this study and find potential solutions to overcome them.
 
Keywords: E-Commerce, Gamification, Gamification trends and applications, Kitchenham, Systematic literature review.
 </dc:description>
	<dc:publisher xml:lang="en-US">Universitas Airlangga</dc:publisher>
	<dc:date>2023-04-28</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://e-journal.unair.ac.id/JISEBI/article/view/39025</dc:identifier>
	<dc:identifier>10.20473/jisebi.9.1.28-37</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Information Systems Engineering and Business Intelligence; Vol. 9 No. 1 (2023): April; 28-37</dc:source>
	<dc:source>2443-2555</dc:source>
	<dc:source>2598-6333</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://e-journal.unair.ac.id/JISEBI/article/view/39025/24453</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 The Authors. Published by Universitas Airlangga.</dc:rights>
	<dc:rights xml:lang="en-US">http://creativecommons.org/licenses/by/4.0</dc:rights>
</oai_dc:dc>