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Please use this identifier to cite or link to this item: https://digital.lib.ueh.edu.vn/handle/UEH/72363
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dc.contributor.advisorCao Quốc Việten_US
dc.contributor.authorNguyễn Hoàng Thanh Nhãen_US
dc.contributor.otherLưu Thị Thu Trangen_US
dc.contributor.otherNguyễn Thị Thanh Ngọcen_US
dc.contributor.otherVõ Vân Anhen_US
dc.contributor.otherTrần Ngọc Linh Đanen_US
dc.date.accessioned2024-11-05T03:34:11Z-
dc.date.available2024-11-05T03:34:11Z-
dc.date.issued2024-
dc.identifier.urihttps://digital.lib.ueh.edu.vn/handle/UEH/72363-
dc.description.abstractMany industries, including learning, education, business, and healthcare, have adopted gamification in marketing (Lu & Ho, 2020). A strategy used to draw people in by providing game-like experiences is to incorporate gamification features into digital apps. Nike Run Club is a prime example of how well gamification works in marketing. Thus, this research, titled "The influence of gamified factors on continuance use intention in e-wallet apps: A case study of e-wallet Momo" investigates how gamification in the Momo e-wallet app affects user attitudes, subjective well-being, and continued use, specifically among residents of Ho Chi Minh City. The study builds a framework based on the Technology Acceptance Model (TAM) and considers factors like perceived ease of use, usefulness, enjoyment, and effectiveness of gamification. Data was collected by convenience sampling through online questionnaires targeting users over 18, who had experienced Momo's "Nuôi heo đất" game and this questionnaire has attracted 342 respondents in Ho Chi Minh city through Google Form. Additionally, SmartPLS version 4 is software that was used during the process of synthesis and data analysis to test the confidence interval, the validity, and the importance of the variables. As a result, the findings reveal a positive influence of perceived enjoyment on continued use intention. Additionally, gamification elements like perceived ease of use, usefulness, enjoyment, and perceived effectiveness of gamification all impact user attitudes toward the brand's gamification efforts. Furthermore, subjective well-being significantly influences continued use intention and it mediates the relationship between attitude and intention. The research provides valuable insights including discussions, limitations, and implications for e-wallet managers on how to leverage gamification to increase user continued use.en_US
dc.format.medium119 p.en_US
dc.language.isoenen_US
dc.publisherĐại học Kinh tế Thành phố Hồ Chí Minhen_US
dc.relation.ispartofseriesGiải thưởng Nhà nghiên cứu trẻ UEH 2024en_US
dc.subjectGamification marketingen_US
dc.subjectE-walleten_US
dc.subjectPerceived ease of useen_US
dc.subjectPerceived usefulnessen_US
dc.subjectPerceived enjoymenten_US
dc.subjectPerceived effectiveness of gamificationen_US
dc.subjectContinuance intentionen_US
dc.titleThe influence of gamified factors on continuance use intention in the e-wallet apps: a case study of e-wallet Momoen_US
dc.typeResearch Paperen_US
ueh.specialityThương mại - Quản trị kinh doanh và du lịch – Marketingen_US
ueh.awardGiải Ben_US
item.openairetypeResearch Paper-
item.cerifentitytypePublications-
item.fulltextFull texts-
item.openairecristypehttp://purl.org/coar/resource_type/c_18cf-
item.grantfulltextreserved-
item.languageiso639-1en-
Appears in Collections:Nhà nghiên cứu trẻ UEH
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