Truong Hong-Ngoc, Dương Thị Thu Thảo, Trần Lê Thái Như, Vo Thi Khanh Nguyen, Nguyễn Thị Tuyết Trinh, Dang Thi Truc Mai
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引用次数: 0
摘要
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,尤其是在开发电子银行和电子钱包游戏化软件方面。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。为此,我们开展了一项研究,提出了一个概念模型,评估游戏化、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。奖励因素间接影响了客户忠诚度的两个动机。该模型可供学者用于研究服务行业与游戏化相关的技术采用行为。本研究收集了 300 多名 Z 世代的样本,并使用了定量和定性研究方法,包括 5 点李克特量表以及 SPSS 和 SMART PLS 等软件来分析数据和检验 SEM 模型。研究结果为游戏化作为一种新型营销策略的应用提供了有价值的见解,有助于确保用户忠诚度,吸引更多潜在客户,从而增加企业收入。总之,本研究有助于了解游戏化在电子银行和电子钱包中的影响。
Gamification in E-banking and E-wallets and Customer’s Loyalty
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.