ANALISIS ASPEK GAMIFIKASI TERHADAP USER ENJOYMENT PADA APLIKASI PRODUKTIVITAS

ADELIA TIARA ANDANI, . (2026) ANALISIS ASPEK GAMIFIKASI TERHADAP USER ENJOYMENT PADA APLIKASI PRODUKTIVITAS. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Perkembangan teknologi digital telah mendorong Generasi Z untuk menuntut pengalaman produktivitas yang tidak hanya efisien tetapi juga menyenangkan (enjoyable productivity). Namun, tantangan muncul ketika penerapan gamifikasi pada aplikasi produktivitas sering kali bersifat dangkal sehingga gagal mempertahankan motivasi pengguna dalam jangka panjang. Penelitian ini bertujuan untuk menganalisis pengaruh elemen gamifikasi (rewards, immersion, social) terhadap pemenuhan kebutuhan psikologis dasar (competence, autonomy, relatedness) dan dampaknya terhadap user enjoyment pada pengguna aplikasi Forest, menggunakan pendekatan Self-Determination Theory (SDT). Sampel penelitian ini terdiri dari 300 pengguna aplikasi Forest dari kalangan Generasi Z yang berdomisili di wilayah Jabodetabek, yang dipilih menggunakan teknik purposive sampling. Data dikumpulkan melalui kuesioner berskala Likert enam poin dan dianalisis menggunakan software SmartPLS 3.0. Hasil penelitian menunjukkan bahwa rewards berpengaruh positif dan signifikan terhadap competence, serta social berpengaruh positif dan signifikan terhadap relatedness. Namun, immersion tidak berpengaruh signifikan terhadap autonomy. Selanjutnya, competence terbukti berpengaruh positif dan signifikan terhadap user enjoyment. Sebaliknya, autonomy tidak berpengaruh signifikan terhadap user enjoyment, sedangkan relatedness memiliki pengaruh yang signifikan namun negatif terhadap user enjoyment, mengindikasikan adanya fenomena tekanan sosial. Kata Kunci: Aplikasi Produktivitas, Gamifikasi, Generasi Z, Self-Determination Theory, User Enjoyment. ***** The rapid development of digital technology has driven Generation Z to demand a productivity experience that is not only efficient but also engaging, known as enjoyable productivity. However, challenges arise as the implementation of gamification in productivity applications is often superficial, failing to sustain user motivation in the long term. This study aims to analyze the effect of gamification elements (rewards, immersion, social) on the satisfaction of basic psychological needs (competence, autonomy, relatedness) and their impact on user enjoyment among users of the Forest application, employing the Self-Determination Theory (SDT) approach. The research sample consists of 300 Generation Z Forest users domiciled in the Jabodetabek area, selected using a purposive sampling technique. Data were collected through a six-point Likert scale questionnaire and analyzed using SmartPLS 3.0 software. The results indicate that rewards have a positive and significant effect on competence, and social has a positive and significant effect on relatedness. However, immersion does not have a significant effect on autonomy. Furthermore, competence is proven to have a positive and significant effect on user enjoyment. Conversely, autonomy has no significant effect on user enjoyment, while relatedness has a significant but negative effect on user enjoyment, indicating the presence of social pressure phenomena. Keywords: Gamification, Self-Determination Theory, User Enjoyment, Productivity Application, Generation Z.

Item Type: Thesis (Sarjana)
Additional Information: 1). Diena Noviarini, MMSI. ; 2). Ringga Sentagi Asa, S.Pd., M.Kom.
Subjects: Manajemen > Manajemen , Business
Teknologi dan Ilmu Terapan > Teknologi (umum)
Divisions: FE > S1 Bisnis Digital
Depositing User: Adelia Tiara Andani .
Date Deposited: 03 Feb 2026 04:12
Last Modified: 03 Feb 2026 04:12
URI: http://repository.unj.ac.id/id/eprint/64721

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