Title: | Factors affecting the decision to play Gamification. Thereby influencing the decision to use the MoMo E-wallet to make transactions for GenZ users |
Author(s): | Hoàng Mai Anh |
Advisor(s): | Nguyễn Thanh Minh |
Keywords: | Gamification; MoMo E-wallet; GenZ; Digital Transformation |
Abstract: | Thousands of organizations are continuously seeking innovative methods to use digital and new forms of marketing to draw in new clients and boost brand recognition today as a result of the influence of digital transformation. Gamification is one of the most successful strategies used by companies to engage customers with their brand. E-wallet applications, which are bringing technology to life, should be mentioned in this race, notably the MoMo application, which is the top e-wallet application in Vietnam. Following a survey and data analysis, RES discovered that just three primary categories of factors - out of a total of five - affect a person's decision to play gamification and that the choice to play games has a significant influence on the choice to use a mobile device to play games, and transactions. Also, when determining whether or not to play gamification. |
Issue Date: | 2023 |
Publisher: | University of Economics Ho Chi Minh City |
Series/Report no.: | Giải thưởng Nhà nghiên cứu trẻ UEH 2023 |
URI: | https://digital.lib.ueh.edu.vn/handle/UEH/71216 |
Appears in Collections: | Nhà nghiên cứu trẻ UEH
|