Please use this identifier to cite or link to this item: https://hdl.handle.net/10419/326547 
Year of Publication: 
2024
Citation: 
[Journal:] Cogent Business & Management [ISSN:] 2331-1975 [Volume:] 11 [Issue:] 1 [Article No.:] 2398730 [Year:] 2024 [Pages:] 1-15
Publisher: 
Taylor & Francis, Abingdon
Abstract: 
This study explores the influence of gamification on level of acceptance of digital banking by users in Vietnam. Thence, the level of impact, the theoretical contributions and practical values for policy makers are determined. Research hypotheses are developed base on the original TAM model combined with gamification and perceived value factors. PLS-SEM method is used to carry out the research process of finding relationships between factors affecting users’ acceptance of digital banking in Vietnam with 262 complete survey results. The main results of this study have shown that gamification has positive affection on perceived value, attitude and behavioral intention of digital banking users. Additionally, the study suggests potential areas for future research to enhance the understanding and the application of gamification in digital banking.
Subjects: 
Digital banking
perceived value
gamification
taM
Pls-seM
Vietnam
Persistent Identifier of the first edition: 
Creative Commons License: 
cc-by Logo
Document Type: 
Article

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