Identifying gamification factors for digital banking service users in Vietnam: Extending TAM model with gamification and perceived value
Author:
Affiliation:
1. Ho Chi Minh University of Banking, Ho Chi Minh City, Vietnam
2. WSB Merito University in Gdansk, Gdańsk, Poland
3. Politechnika Warszawska, Warsaw, Poland
Publisher
Informa UK Limited
Link
https://www.tandfonline.com/doi/pdf/10.1080/23311975.2024.2398730
Reference80 articles.
1. The Effect of Consumers’ Perceived Value on Acceptance of an Internet-Only Bank Service
2. Ajzen, I. (1980). Understanding attitudes and predictiing social behavior. Prentice-Hall.
3. From Intentions to Actions: A Theory of Planned Behavior
4. The theory of planned behavior
5. Determinants of digital banking adoption in the Kingdom of Saudi Arabia: A technology acceptance model approach
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