Advanced
Please use this identifier to cite or link to this item: https://digital.lib.ueh.edu.vn/handle/UEH/72629
Full metadata record
DC FieldValueLanguage
dc.contributor.advisorĐỗ Thị Hải Ninhen_US
dc.contributor.authorLê Vũ Châu Giangen_US
dc.contributor.otherNguyễn Như Ngọc Hàen_US
dc.contributor.otherĐào Xuân Hùngen_US
dc.contributor.otherHồ Phúc Hoànen_US
dc.contributor.otherNguyễn Gia Bìnhen_US
dc.date.accessioned2024-11-15T03:19:32Z-
dc.date.available2024-11-15T03:19:32Z-
dc.date.issued2024-
dc.identifier.urihttps://digital.lib.ueh.edu.vn/handle/UEH/72629-
dc.description.abstractWith the rapid growth of the Internet and portable devices such as smartphones and tablets, mobile advertisements have become a powerful, widely-implemented marketing method. Having been popularly developed from 2014 - 2015, playable advertisements quickly gained intentions from advertisers, marketers, and app creators. However, due to the novelty of this advertising method, its effect on GenZ audiences’ app-downloading intention in Ho Chi Minh City has not been examined yet. Therefore, this study aims to make further investigations into this topic by using the Theory of Reasoned Action (TRA), the Use and Gratification Theory (UGT) and the Theory of Planned Behavior (TPB). The research is conducted with a sample size of 342 respondents, and an online questionnaire is used to collect data from these research participants. The collected data is analyzed using Partial-Least-Squares Structural Equation Modeling (PLS-SEM), which subsequently indicates that these audiences’ attitude, which is directly affected by their perceived value of the advertisements, significantly associates with their intentions to download the advertised apps. Particularly, the respondents’ perceived value tends to be positively enhanced, which then stimulates an increase in their attitude towards the advertisements and consequently boosts their app-downloading intention once the credibility and entertainment of that advertisement are high, while the irritation is at a reasonably low level. A mediating effect of these GenZ audiences’ attitudes in the relationship between advertising value and their app-downloading intentions is also found in this research. Overall, findings from this research are able to provide further understanding into which criteria affect the experience, perspectives and responses of GenZ audiences in Ho Chi Minh City when they interact with playable advertisements, which is insightful for advertisers, marketers and app creators in applying the right advertising method into their mobile marketing strategies.en_US
dc.format.medium84 p.en_US
dc.language.isoenen_US
dc.publisherUniversity of Economics Ho Chi Minh Cityen_US
dc.relation.ispartofseriesGiải thưởng Nhà nghiên cứu trẻ UEH 2024en_US
dc.subjectPlayable advertisementsen_US
dc.subjectApp download intentionen_US
dc.subjectPlayable technologyen_US
dc.subjectGeneration Zen_US
dc.subjectTheory of reasoned action (TRA)en_US
dc.subjectTheory of planned behavior (TPB)en_US
dc.subjectUses and gratifications (U&G) theoryen_US
dc.titleHow playable advertisements effect viewers’ intention to download apps: GENZ in HCMCen_US
dc.typeResearch Paperen_US
ueh.specialityMarketingen_US
ueh.awardGiải Ben_US
item.grantfulltextreserved-
item.fulltextFull texts-
item.cerifentitytypePublications-
item.languageiso639-1en-
item.openairetypeResearch Paper-
item.openairecristypehttp://purl.org/coar/resource_type/c_18cf-
Appears in Collections:Nhà nghiên cứu trẻ UEH
Files in This Item:

File

Description

Size

Format

Show simple item record

Google ScholarTM

Check


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.