Jurnal Riset Komunikasi
Vol 4 No 2 (2021): Agustus 2021

Gamifikasi, Pemasaran di Era Digital: Studi pada Pengguna Game Fantasy Premier League di Indonesia

Arif Taufiq Nugroho (Unknown)



Article Info

Publish Date
24 Aug 2021

Abstract

Technological developments have affected various fields, including marketing. Gamification as the result of the development of digital technology that combines business management strategies, game dynamics, and computer programming is then applied by the Premier League in their game, Fantasy Premier League (FPL). This study explored how FPL is seen from a marketing perspective through user experience in Indonesia. The research uses a qualitative approach with phenomenological methods and purposive sampling technique. The samples studied are four FPL users. The data were obtained through observation and semi-structured interviews which were then processed through a coding process. The results show that the FPL users’ experience generates intrinsic motivation to watch the English Premier League and to invite others to also play FPL. From this research, it can generally be concluded that FPL increases Purchase, Engagement, Advocate, and Brand Awareness of the English Premier League. Gamification in the FPL has practiced marketing 4.0 to strengthen their online and offline relationships between customers.

Copyrights © 2021






Journal Info

Abbrev

jrk

Publisher

Subject

Social Sciences

Description

Jurnal Riset Komunikasi (JURKOM) Print ISSN 2615-0875 | Online ISSN 2615-0948 is a scientific journal published by Asosiasi Pendidikan Tinggi Ilmu Komunikasi (ASPIKOM) Riau Region. JURKOM focuses on communication issues in general including communication science, journalism, Public Relations, ...