Gamification Strengthens Behavioral Intention to Motivate Customer’s Loyalty towards Using E-banking and E-wallets on Gen Z

Q3 Social Sciences
Truong Hong-Ngoc, Dương Thị Thu Thảo, Trần Lê Thái Như, Võ Thị Khánh Nguyên, Nguyễn Thị Tuyết Trinh, Đặng Thị Trúc Mai
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引用次数: 0

Abstract

Gamification is a growing trend that significantly impacts consumer behavior, particularly in the development of gamification software in e-banking and e-wallets. Understanding how gamification affects existing customers is crucial to the success of these applications. To address this, we developed a study proposing a conceptual model that assesses the impact of variables such as gamification, perceived ease of use, perceived usefulness, reward, emotional motivation, benefit motivation, intended use behavior, and customer loyalty. The reward factor indirectly impacts both motivations for customer loyalty. This model can be used by scholars to study technology adoption behavior related to gamification in service industries. The study collected a sample of over 300 Gen Z individuals and used both quantitative and qualitative research methods, including the 5-point Likert scale and software such as SPSS and SMART PLS to analyze the data and test the SEM model. The findings provide valuable insights into the application of gamification as a novel marketing strategy, which can help ensure user loyalty and attract more potential customers, thereby increasing business revenue. Overall, this study contributes to understanding the impact of gamification in e-banking and e-wallets.
游戏化强化Z世代客户使用电子银行和电子钱包的行为意向
游戏化是一种日益增长的趋势,对消费者行为产生了重大影响,特别是在电子银行和电子钱包的游戏化软件的开发中。了解游戏化如何影响现有客户对这些应用的成功至关重要。为了解决这个问题,我们开发了一项研究,提出了一个概念模型,该模型评估了游戏化、感知易用性、感知有用性、奖励、情感动机、利益动机、预期使用行为和客户忠诚度等变量的影响。奖励因素间接影响顾客忠诚的两种动机。该模型可被学者用于研究服务行业中与游戏化相关的技术采用行为。该研究收集了300多名Z世代个体的样本,并使用了定量和定性研究方法,包括5点李克特量表和SPSS和SMART PLS等软件来分析数据并测试SEM模型。这些发现为游戏化作为一种新的营销策略的应用提供了有价值的见解,它可以帮助确保用户忠诚度,吸引更多潜在客户,从而增加业务收入。总体而言,本研究有助于理解游戏化对电子银行和电子钱包的影响。
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
1.70
自引率
0.00%
发文量
21
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