Exploring the Influential Power of Embedding the Gamification Approach in Mobile Payment: The Case of Gen Z in Malaysia
Abstract
This study examines the factors influencing behavioral intentions of Generation Z individuals in Malaysia towards adopting mobile payments, specifically from a gamification perspective. The sample comprised 602 participants who completed a Google Forms survey, and the data were analyzed using SPSS software. The sample was predominantly undergraduate students, with the largest concentration of respondents from the Federal Territories. Reliability testing was conducted to ensure the validity of the independent and dependent variables, and normality tests were performed to assess distribution characteristics. Most independent variables demonstrated a positive correlation with the dependent variable, except for perceived cost, which exhibited a negative correlation. Multiple regression analysis revealed that performance expectancy, trust, perceived cost, gamification, and social influence significantly affected the intention to adopt mobile payments, albeit to varying degrees. The findings contribute to the existing body of knowledge on gamification by empirically validating its impact on the adoption of mobile payments. This study extends the theoretical framework of gamification by demonstrating that game-like elements in mobile payment applications significantly influence user adoption intentions among Generation Z. Educational institutions and programs that aim to enhance digital literacy can benefit from these findings by incorporating gamified learning modules. These modules can effectively teach Generation Z members about the benefits and usage of mobile payment systems, thus promoting wider adoption.
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