[1]
Z. Abu Yazid, N. Md Taib, N. N. Hasbullah, M. Z. Othman, and S. Daud, “The Role of Perceived Usefulness and Ease of Use in Online Gamification: A Conceptual Study Using Gamification Acceptance Model (GAM) in Higher Education”, IMBR, vol. 17, no. 3(I)S, pp. 36-42, Oct. 2025.