MDP Student Conference
Vol 5 No 2 (2026): The 5th MDP Student Conference 2026

Systematic Literature Review : Tren Penerapan Elemen Gamifikasi dalam Platform E- Commerce

Meirina, Filda Dwi (Unknown)
Pratama, Arista (Unknown)
Mukaromah, Siti (Unknown)



Article Info

Publish Date
15 Apr 2026

Abstract

The implementation of gamification elements on e-commerce platforms has continued to expand, however comprehensive mapping of dominant elements, implementation trends, and user impacts remains limited. Therefore, this study aims to identify the most frequently used gamification elements, analyze implementation trends, and examine their impacts on e-commerce users. This study employs a Systematic Literature Review of empirical articles published between 2021 and 2026, retrieved from Scopus, ScienceDirect, SpringerLink, Emerald Insight, and Google Scholar, resulting in 25 selected articles. The synthesis results indicate that points/coins and rewards are the most dominant elements, supported by leaderboards and challenges, while immersive elements remain relatively underutilized. Furthermore, customer engagement emerges as the most frequently examined outcome, while customer loyalty and repurchase intention are also reported as important outcomes in previous studies. These findings suggest that current e-commerce gamification primarily focuses on enhancing user engagement rather than developing sustainable user experiences.

Copyrights © 2026






Journal Info

Abbrev

msc

Publisher

Subject

Computer Science & IT Decision Sciences, Operations Research & Management Economics, Econometrics & Finance Electrical & Electronics Engineering

Description

MDP Student Conference is a one-year national conference organized by the Universitas Multi Data Palembang. We are inviting teachers, lecturers, researchers, scholars, students, and or other key stakeholders to present and discuss their latest findings, innovations, and best practices as well as ...