Abstract
Integrating gamification into mobile payment platform incentivizes people to use digital alternatives for payment and could spur user-centric, platform-mediated interactions. This study examines the relationship between perceived convenience and perceived security on individual users’ intention to use a gamified mobile payment platform in Malaysia; a developing country envisioned to build a cashless society. The partial least square structural equation modeling (PLS-SEM) technique is employed on a final sample of 388 online users. The results show that perceived convenience has a strong but indirect effect on the intention to use. Perceived security has a strong and direct effect on intention to use and mediates the relationship between perceived convenience and intention to use. Furthermore, the reliability aspect of security is a top priority concern for users interested in using mobile payment. The multi-functional aspect of convenience is a top priority concern to attract users who are not interested in using mobile payment at first. The study discusses theoretical and practical implications for developing a dual strategy of ‘ensuring convenience’ and ‘assuring security’ to encourage the gamified mobile payment platform adoption in developing countries.
Publisher
Australian Journal of Information Systems
Subject
Information Systems and Management,Human-Computer Interaction,Business, Management and Accounting (miscellaneous),Information Systems
Cited by
26 articles.
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