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Gamified money: exploring the effectiveness of gamification in mobile payment adoption among the silver generation in China

Gamified money: exploring the effectiveness of gamification in mobile payment adoption among the silver generation in China
Gamified money: exploring the effectiveness of gamification in mobile payment adoption among the silver generation in China

Purpose: This study investigates the use of gamification in promoting the silver generation's adoption of mobile payment technology through the gamified cultural practice of gifting red packets. It considers the effectiveness of using gamification in a cultural context to promote technology acceptance among older adults. This crossover between digital technology and cultural traditions brings unique gaming elements to the adoption of technology. Design/methodology/approach: Drawing upon technology acceptance Model (TAM) and prospect theory, a research model is evaluated using structural equation modeling. Data were collected via survey from elderly consumers who are current users of WeChat but are yet to use its mobile payment functions. Findings: The results reveal the perceived effectiveness of gamification is determined by the perceived enjoyment of the game and contributes to users' attitude development, directly and through its perceived usefulness. Perceived risks were identified as a barrier to converting positive attitude into adoption intention. Research limitations/implications: The findings contribute to the conceptualization and understanding of the effectiveness of gamification in technology adoption, specifically among the silver generation. Originality/value: In contrast with previous gamification studies on gamified experience, this study introduces a new conceptualization of the perceived effectiveness of gamification and its measurement. This study validates game engagement as being effective in encouraging seniors to adopt a technology. In an era of an aging population where digitization is a norm, improving the digital literacy and digital inclusion of elders by encouraging them to adopt technology is essential to developing a more accessible and inclusive social environment.

Digital inclusion, Gamification, Mobile payment, Perceived risks, Red packet, Silver generation
0959-3845
Wong, Donna
622de6b3-e224-4d80-9977-bf6629c93ed6
Liu, Hongfei
7d65edcf-20c9-452a-83c2-8b545b12f68c
Meng-Lewis, Yue
b035529b-9f05-4aeb-a12a-2071d259d1af
Sun, Yan
a3ab1cf3-96d4-46a8-bc73-dc357532bba2
Zhang, Yun
4768c55d-3fd2-4b5e-a306-a23470ba2a7b
Wong, Donna
622de6b3-e224-4d80-9977-bf6629c93ed6
Liu, Hongfei
7d65edcf-20c9-452a-83c2-8b545b12f68c
Meng-Lewis, Yue
b035529b-9f05-4aeb-a12a-2071d259d1af
Sun, Yan
a3ab1cf3-96d4-46a8-bc73-dc357532bba2
Zhang, Yun
4768c55d-3fd2-4b5e-a306-a23470ba2a7b

Wong, Donna, Liu, Hongfei, Meng-Lewis, Yue, Sun, Yan and Zhang, Yun (2021) Gamified money: exploring the effectiveness of gamification in mobile payment adoption among the silver generation in China. Information Technology & People. (doi:10.1108/ITP-09-2019-0456).

Record type: Article

Abstract

Purpose: This study investigates the use of gamification in promoting the silver generation's adoption of mobile payment technology through the gamified cultural practice of gifting red packets. It considers the effectiveness of using gamification in a cultural context to promote technology acceptance among older adults. This crossover between digital technology and cultural traditions brings unique gaming elements to the adoption of technology. Design/methodology/approach: Drawing upon technology acceptance Model (TAM) and prospect theory, a research model is evaluated using structural equation modeling. Data were collected via survey from elderly consumers who are current users of WeChat but are yet to use its mobile payment functions. Findings: The results reveal the perceived effectiveness of gamification is determined by the perceived enjoyment of the game and contributes to users' attitude development, directly and through its perceived usefulness. Perceived risks were identified as a barrier to converting positive attitude into adoption intention. Research limitations/implications: The findings contribute to the conceptualization and understanding of the effectiveness of gamification in technology adoption, specifically among the silver generation. Originality/value: In contrast with previous gamification studies on gamified experience, this study introduces a new conceptualization of the perceived effectiveness of gamification and its measurement. This study validates game engagement as being effective in encouraging seniors to adopt a technology. In an era of an aging population where digitization is a norm, improving the digital literacy and digital inclusion of elders by encouraging them to adopt technology is essential to developing a more accessible and inclusive social environment.

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More information

Accepted/In Press date: 4 January 2021
e-pub ahead of print date: 2 February 2021
Additional Information: Publisher Copyright: © 2021, Emerald Publishing Limited.
Keywords: Digital inclusion, Gamification, Mobile payment, Perceived risks, Red packet, Silver generation

Identifiers

Local EPrints ID: 446595
URI: http://eprints.soton.ac.uk/id/eprint/446595
ISSN: 0959-3845
PURE UUID: 2c467091-5b66-45e6-a3bb-e285567df848
ORCID for Hongfei Liu: ORCID iD orcid.org/0000-0001-8539-9054

Catalogue record

Date deposited: 15 Feb 2021 17:33
Last modified: 17 Mar 2024 06:16

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Contributors

Author: Donna Wong
Author: Hongfei Liu ORCID iD
Author: Yue Meng-Lewis
Author: Yan Sun
Author: Yun Zhang

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