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Please use this identifier to cite or link to this item: https://digital.lib.ueh.edu.vn/handle/UEH/73117
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dc.contributor.advisorĐinh Tiên Minhen_US
dc.contributor.authorPhan Vũ Bảo Ngọcen_US
dc.contributor.otherTrần Thị Lan Vien_US
dc.contributor.otherLê Uyển Nhien_US
dc.contributor.otherĐồng Thị Vân Anhen_US
dc.contributor.otherNguyễn Đỗ Thảo Vyen_US
dc.date.accessioned2024-11-26T03:13:36Z-
dc.date.available2024-11-26T03:13:36Z-
dc.date.issued2022-
dc.identifier.urihttps://digital.lib.ueh.edu.vn/handle/UEH/73117-
dc.description.abstractThis research develops an analytical model which describes the relationship between Gamification, Perceived Ease of Use, Perceived Usefulness, Flow, Intention of Engagement, Brand Attitude, Control Variables and Purchase Intention. The research was conducted in two phases: qualitative research and quantitative research. Data was collected through a questionnaire survey of 331 participants who are young people aged 18-30 who live in Ho Chi Minh city and have used gamification on Shopee. The results of the study determine Gamification indirectly affects the purchase intention of the participants. When engaging in Gamification, Perceived Usefulness, Perceived Ease of Use and Flow interact leading to Intention of Engagement, which shapes Brand Attitude, and ultimately leading to Purchase Intention. In addition, Purchase Intention is also directly affected by Control Variables. The Usefulness that the game brings is the key factor or has the strongest influence on the purchase intention of consumers on Shopee.en_US
dc.format.medium110 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 2022en_US
dc.subjectGamificationen_US
dc.subjectE-commerceen_US
dc.subjectPerceived ease of useen_US
dc.subjectPerceived usefulnessen_US
dc.subjectFlowen_US
dc.subjectIntention of Engagementen_US
dc.subjectBrand Attitudeen_US
dc.subjectControl Variables and Purchase Intentionen_US
dc.subjectShopee gamificationen_US
dc.subjectShopeeen_US
dc.titleGamification and its impact on Ho Chi Minh City customers's Purchase Intention on Shopeeen_US
dc.typeResearch Paperen_US
ueh.specialityKinh tếen_US
ueh.awardGiải Ben_US
item.languageiso639-1en-
item.cerifentitytypePublications-
item.grantfulltextreserved-
item.openairetypeResearch Paper-
item.fulltextFull texts-
item.openairecristypehttp://purl.org/coar/resource_type/c_18cf-
Appears in Collections:Nhà nghiên cứu trẻ UEH
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