The moderating role of gamification toward intentions to use mobile payments applications in Bahrain: an integrated approach

Q1 Social Sciences
Mohammed Anam Akhtar, Adel Sarea, Imran Khan, Khurram Ajaz Khan, Madhvendra Pratap Singh
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引用次数: 0

Abstract

Purpose Using an integrated theoretical model, this study aims to examine the moderating role of gamification in influencing intentions to use mobile payment applications in Bahrain. Design/methodology/approach The current examination happens to be the first approximation in the context of Bahrain wherein an extended TPB-based model integrating variables from TAM and UTAUT2 is used along with gamification and situational influence to examine the intentions to use m-payment applications. Findings The findings revealed that among the variates of the TPB, AT and PB significantly affect the intentions (IN) to use m-payment applications in Bahrain, but SN fails to affect intentions, similarly SI also fails to affect intentions thereby proving that the pandemic fails to drive the intention of the population under study toward using m-payment applications. However, when the application offers gamification (GM) features, SI significantly affects intentions through GM, thus experience along with situation drives intentions and this becomes the major theoretical contribution of the study. Practical implications This examination offers useful practical implications in the form of the findings revealing that GM affects intentions to use m-payment applications and that GM moderates the relationship between perceived risk (PR) and IN, as well as SI and IN, which can be used by the service providers to improve the user experience and achieve better acceptance of their application. Originality/value The novelty of the study lies in testing the integrated theoretical model in the context of a GCC nation, Bahrain.
游戏化对巴林使用移动支付应用的调节作用:一种综合方法
本研究使用一个整合的理论模型,旨在检验游戏化在影响巴林使用移动支付应用程序的意图中的调节作用。设计/方法/方法当前的研究恰好是巴林背景下的第一个近似,其中一个扩展的基于tbb的模型整合了TAM和UTAUT2的变量,并使用游戏化和情境影响来检查使用移动支付应用程序的意图。研究结果显示,在TPB变量中,AT和PB显著影响巴林使用移动支付应用程序的意图(IN),但SN不影响意图,同样SI也不影响意图,从而证明大流行未能驱动被研究人群使用移动支付应用程序的意图。然而,当应用程序提供游戏化(GM)功能时,SI通过GM显著影响意图,因此经验和情境一起驱动意图,这成为本研究的主要理论贡献。本研究提供了有用的实际意义,研究结果揭示了GM影响使用移动支付应用程序的意图,GM调节感知风险(PR)和in之间的关系,以及SI和in之间的关系,这可以被服务提供商用来改善用户体验并更好地接受他们的应用程序。本研究的新颖之处在于在海湾合作委员会国家巴林的背景下检验了综合理论模型。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
9.40
自引率
0.00%
发文量
23
审稿时长
24 weeks
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