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Please use this identifier to cite or link to this item: https://digital.lib.ueh.edu.vn/handle/UEH/75006
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dc.contributor.advisorHoàng Trọngen_US
dc.contributor.authorPhạm Khánh Linhen_US
dc.contributor.otherĐỗ Hải Anhen_US
dc.contributor.otherNguyễn Sơn Lâmen_US
dc.contributor.otherLư Phụng Nhien_US
dc.date.accessioned2025-06-17T01:29:36Z-
dc.date.available2025-06-17T01:29:36Z-
dc.date.issued2025-
dc.identifier.urihttps://digital.lib.ueh.edu.vn/handle/UEH/75006-
dc.description.abstractAs technology advances and becomes more popular, there are more and more methods for interacting with consumers in an effort to influence their buying habits. As a result, gamification is a new technique that many organizations are using in order to enhance actual customer experience. However, a lot of companies have neglected to consider their older customers in favor of concentrating solely on youthful consumers. In order to figure out the potential and effectiveness of gamification on senior consumers, this study bridges the gap and examines how gamification influences customers' behavior. The Technology Acceptance Model (TAM) has been applied in this study, and the research topic is the e-wallet application Viettel Money. The online questionnaire surveys were measured and analyzed using’SmartPLS 3. The results showed a positive relationship between the variables. This study also highlights the relationship between the variables including positive eWOM, perceived enjoyment, perceived ease of use, perceived usefulness impacting on gamification adoption intention and customer engagement. The study also provided important theoretical and practical implications for businesses to adjust their approach to the elderly and promote the elderly customer segment to use mobile appsen_US
dc.format.medium85 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 2025en_US
dc.subjectGamificationen_US
dc.subjectAdoption Intentionen_US
dc.subjectPerceived Ease of Useen_US
dc.subjectOlder adultsen_US
dc.subjectPerceive Usefulnessen_US
dc.subjectConsumer Engagementen_US
dc.subjectPerceived Enjoymenten_US
dc.titleEnhancing older customer engagement on mobile app through gamification - a case study of viettel money usersen_US
dc.typeResearch Paperen_US
ueh.specialityQuản trịen_US
ueh.awardGiải Cen_US
item.cerifentitytypePublications-
item.fulltextFull texts-
item.languageiso639-1en-
item.openairecristypehttp://purl.org/coar/resource_type/c_18cf-
item.grantfulltextreserved-
item.openairetypeResearch Paper-
Appears in Collections:Nhà nghiên cứu trẻ UEH
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