The role of gamification in enhancing mobile payment adoption intention among Generation Z: An integrated UTAUT2 and risk perspective
Keywords:
gamification, mobile payment, adoption intention, Generation Z, UTAUT2, perceived riskAbstract
This study aims to provide empirical evidence on the effects of performance expectancy, effort expectancy, social influence, facilitating conditions, and perceived risk on individuals’ intention to adopt mobile payment, as well as to examine the moderating role of gamification in the relationships among these variables among Generation Z in Bali. This research employs a quantitative associative approach by distributing online questionnaires to 167 Generation Z respondents in Bali Province using purposive sampling. The collected data were analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM) with the assistance of SmartPLS software. The latent variables identified include performance expectancy, effort expectancy, social influence, facilitating conditions, and perceived risk as exogenous variables; behavioral intention as the endogenous variable; and gamification as the moderating variable. The results indicate that performance expectancy, effort expectancy, social influence, and facilitating conditions have a positive and significant effect on individuals’ intention to use mobile payment. Conversely, perceived risk has a negative and significant effect on adoption intention. A key finding of this study is that gamification positively moderates the relationships between all independent variables and mobile payment usage intention. Technically, game elements such as points and interactive challenges act as a multiplier effect that strengthens rational driving factors while simultaneously serving as a psychological mitigation mechanism to reduce perceived risk barriers.
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