Sign inSubmit
computersciencejournal.org is not ours. This journal is published only at thescipub.com/jcs. Report a suspicious emailcomputersciencejournal.org is not ours · Report
ArticleMetrics
Research Article · Open access · Published 12 October 2025

Boosting User Engagement in Ticketing System Through Gamification in Indonesia

Fernandez1, Willis Tan1, Steven Lie1 & Sugiarto Hartono1

Journal of Computer Science, Volume 21, Issue 8, pp. 1955–1969 · doi.org/10.3844/jcssp.2025.1955.1969

2,454 accesses1,495 downloads0 citations (Crossref)Metrics
Cite Check for updates

Abstract

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. Using the Self-System Model of Motivational Development (SSMMD), we investigate the influence of gamification elements achievement, social, and immersion orientations on satisfying users' psychological outcomes (competence, autonomy, and relatedness) and their impact on user engagement. Data collected from Ticketing system 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 strategies can lead to better user retention and overall app success.

Licence and reuse

Open access. This article is licensed under a Creative Commons Attribution 4.0 International Licence (CC BY 4.0), as printed on the article, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original authors and the source. No permission is needed.

How to reuse this article

Responses (0)

Have a comment on this research? Sign in to respond. Responses are moderated and published with your name and affiliation; the authors are invited to reply. How we use your dataWrite a response

About this article

Cite this article

Fernandez, ., Tan, W., Lie, S. & Hartono, S. (2025). Boosting User Engagement in Ticketing System Through Gamification in Indonesia. Journal of Computer Science, 21(8), 1955–1969. https://doi.org/10.3844/jcssp.2025.1955.1969

Licence
CC BY 4.0
Issue
Volume 21, Issue 8
Policies
Editorial independenceUse of generative AIData availabilityAppeals and complaints
Version
Version of record
Boosting User Engagement in Ticketing System Through Gamification in IndonesiaJournal of Computer Science · Volume 21, Issue 8 · pp. 1955–1969 · CC BY 4.0Download