International Journal of Social Science & Economic Research
Submit Paper

Title:
GAMIFICATION IMPACT ON THE ACCEPTANCE OF MOBILE PAYMENT IN HO CHI MINH CITY, VIETNAM

Authors:
Thi Thao Hien Bui , Hieu Trung Bui

|| ||

Thi Thao Hien Bui1 , Hieu Trung Bui2
1. School of Business, International University - Vietnam National University HCMC, Vietnam
2. College of Engineering - Industrial Engineering, University of Arkansas, United States.

MLA 8
Bui, Thi Thao Hien, and Hieu Trung Bui. "GAMIFICATION IMPACT ON THE ACCEPTANCE OF MOBILE PAYMENT IN HO CHI MINH CITY, VIETNAM." Int. j. of Social Science and Economic Research, vol. 3, no. 9, Sept. 2018, pp. 4822-4837, ijsser.org/more2018.php?id=334. Accessed Sept. 2018.
APA
Bui, T., & Bui, H. (2018, September). GAMIFICATION IMPACT ON THE ACCEPTANCE OF MOBILE PAYMENT IN HO CHI MINH CITY, VIETNAM. Int. j. of Social Science and Economic Research, 3(9), 4822-4837. Retrieved from ijsser.org/more2018.php?id=334
Chicago
Bui, Thi Thao Hien, and Hieu Trung Bui. "GAMIFICATION IMPACT ON THE ACCEPTANCE OF MOBILE PAYMENT IN HO CHI MINH CITY, VIETNAM." Int. j. of Social Science and Economic Research 3, no. 9 (September 2018), 4822-4837. Accessed September, 2018. ijsser.org/more2018.php?id=334.

References
[1]. Al-Dhanhani, A., Mizouni, R., Otrok, H. & Al-Rubaie, A. (2014) A game theoretical model for collaborative groups in social applications. Expert Systems with Applications, 41(11), pp.5056-5065.Doi: 10.1016/j.eswa.2014.02.050
[2]. Anderson, J. C., & Gerbing, D. W. (1984). The effect of sampling error on convergence, improper solutions, and goodness-of-fit indices for maximum likelihood confirmatory factor analysis. Psychometrika, 49(2), 155-173. Doi: 10.1007/BF02294170
[3]. Baptista, G. and Oliveira, T. (2017). Why so serious? Gamification impact in the acceptance of mobile banking services. Internet Research, 27(1), pp.118-139.Doi: 10.1108/intr-10-2015- 0295
[4]. Brown, I., Cajee, Z., Davies, D. & Stroebel, S. (2003). Cell phone banking: predictors of adoption in South Africa-an exploratory study. International Journal of Information Management, 23(5), pp.381-394. Doi: 10.1016/s02684012(03)00065-3
[5]. Burke, B. (2012a), "Gamification 2020: what is the future of gamification? Gartner", November,pp. 1-10. Retrieved from: www.gartner.com/doc/2226015/gamification-futuregamification
[6]. Cooper, D. and Schindler, P. (2014). Business research methods. New York, NY: McGrawHill Education.
[7]. Dahlberg, T., Mallat, N., Ondrus, J. & Zmijewska, A. (2008). Past, present and future of mobile payments research: A literature review. Electronic Commerce Research and Applications, 7(2), pp.165-181.Doi: 10.1016/j.elerap.2007.02.001
[8]. Davis, F. (1989) Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology. MIS Quarterly, 13(3), p.319.Doi: 10.2307/249008
[9]. Deterding, S., Dixon, D., Khaled, R. & Nacke, L. (2011a) Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. From game design elements to gamefulness: defining gamification. Tampere, Finland, ACM
[10]. D. and Glauber, R. (1967). Multicollinearity in Regression Analysis: The Problem Revisited. The Review of Economics and Statistics, 49(1), p.92.Doi:10.2307/1937887
[11]. Sok Foon, Y. and Chan Yin Fah, B. (2011). Internet Banking Adoption in Kuala Lumpur: An Application of UTAUT Model. International Journal of Business and Management, 6(4). Doi: 10.5539/ijbm.v6n4p161
[12]. Hair, J. F. Jr., Anderson, R. E., Tatham, R. L. & Black, W. C. (1995). Multivariate Data Analysis (3rd ed). New York: Macmillan.
[13]. Hamari, J., Koivisto, J., & Sarsa, H. (2014). Proceedings of the 47th Hawaii International Conference on System Sciences: Does Gamification Work? -A Literature Review of Empirical Studies on Gamification. Hawaii, USA
[14]. Hinkle DE, Wiersma W, Jurs SG. (1998). Applied Statistics for the Behavioral Sciences, 4th ed.
[15]. Huotari, K. & Hamari, J. (2016) A definition for gamification: anchoring gamification in the service marketing literature. Electronic Markets, 27(1), pp.21-31.Doi: 10.1007/s12525-015- 0212-z
[16]. Im, I., Hong, S. and Kang, M. (2018). An international comparison of technology adoption.Doi: http://dx.doi.org/10.1016/j.im.2010.09.001
[17]. Kotler, P., Kartajaya, H. & Setiawan, I.(2007). Marketing 4.0: moving from traditional to digital. Hoboken, New Jersey: Wiley
[18]. L. Antovski, M. Gusev (2003). Proceedings of the 25th International Conference on Information Technology Interfaces, ITI: m-Payments. Cavtat, Croatia. Doi: 10.1109/ITI.2003.1225328
[19]. Laforet, S. & Li, X. (2005) Consumers' attitudes towards online and mobile banking in China. International Journal of Bank Marketing, 23(5), pp.362 380.Doi:10.1108/02652320510629250
[20]. Lai, P. M., Chuah, K. B. (2010). Proceedings - 2010 International Conference on Management of e-Commerce and e-Government: Developing an analytical framework for mobile payments adoption in retailing: a supply-side perspective.
[21]. Laukkanen, T., Sinkkonen, S., Kivijarvi, M. & Laukkanen, P. (2007) Innovation resistance among mature consumers. Journal of Consumer Marketing, 24(7), pp.419-427. Doi: 10.1108/07363760710834834
[22]. Leong, L., Hew, T., Tan, G. & Ooi, K. (2013). Predicting the determinants of the NFCenabled mobile credit card acceptance: A neural networks approach. Expert
[23]. Systems with Applications, 40(14), pp.5604-5620.Doi: 10.1016/j.eswa.2013.04.018
[24]. Leong, L., Ooi, K., Chong, A. & Lin, B. (2013b) Modeling the stimulators of the behavioral intention to use mobile entertainment: Does gender really matter? Computers in Human Behavior, 29(5), pp.2109-2121.Doi: 10.1016/j.chb.2013.04.004
[25]. Luarn, P. & Lin, H. (2005) Toward an understanding of the behavioral intention to use mobile banking. Computers in Human Behavior, 21(6), pp.873-891.Doi: 10.1016/j.chb.2004.03.003
[26]. M.S. Ding, J.F. Hampe (2003) Proceedings of the 16th Bled eCommerce Conference: Reconsidering the challenges of mpayments: a roadmap to plotting the potential of the future mcommerce market, Bled, Slovenia
[27]. Min, Q., Ji, S. & Qu, G. (2008) Mobile commerce user acceptance study in China: A revised UTAUT model. Tsinghua Science and Technology, 13(3), pp.257264.Doi: 10.1016/s1007- 0214(08)70042-7
[28]. Nguyen, N. (2017, June 15). Huong den nen kinh te khong dung tien mat. Sai Gon Giai Phong. Retrieved from: http://www.sggp.org.vn/huong-den-nen-kinh-te-khongdung-tien-mat450354.html
[29]. Pallant, J. (2007). SPSS Survival Guide: A step by step guide to data analysis using SPSS Version 15. London: Open University Press

Abstract:
In line with the purpose of extending the understanding of the antecedents for mobile payment acceptance and further investigating the application of gamification in this environment, this paper employed the model of innovative technology, UTAUT with 6 variables (performance expectancy, effort expectancy, social influence, trust, perceived financial cost and gamification). The descriptive statistics and regression analysis were performed. As a result, there are significant evidences for the relationship between independent variables, namely performance expectancy, effort expectancy, trust as well as gamification, and dependent variable, adoption intention. The findings reveal there are merely substantial differences in intention to adopt technology between high school students and undergraduate as well as between undergraduates and graduates. Some conclusion and suggestion are made to help managers, marketers as well as financial institution to have a deep insight of users so that they can take effective action for the improvement.