International Journal of Social Science & Economic Research
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Title:
GAMIFICATION IMPACT ON THE ACCEPTANCE OF MOBILE PAYMENT IN HO CHI MINH CITY, VIETNAM

Authors:
Thi Thao Hien Bui , Hieu Trung Bui

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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.

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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.

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