Professional Documents
Culture Documents
AUT : Autonomy
BE : Brand engagement
COM : Competence
REL : Relatedness
Table 4.7 Results of testing the magnitude of the effect f2 in the model
List of figures
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CHAPTER 01: INTRODUCTION
1.1 Research background and statement of the problem
In recent years, Vietnam has witnessed the emergence of digital platforms and
new technologies, which has created a new trajectory for technology-mediated
payment transactions. Furthermore, the mobile payments ecosystem is undergoing a
revolution as a result of rapid changes in the economy, social conditions, regulatory
landscape, and everything related to technology. This creates a fertile market for
services in a digital economy where mobile-wallets are a possible method of payment
and attracts a lot of organizations to expand their business in this industry. According
to statistics from the State Bank of Vietnam (2018), there were 26 payment service
providers licensed in the country, of which the majority were e-wallets, the favorites
being MoMo and Zalo Pay, GrabPay by Moca, Viettel Pay, and AirPay (Phan et al.,
2020), show the market for providing mobile wallet services in recent years has
become vibrant.
As engagement appears to be an important buzzword in today’s business world
(Santos et al., 2022), a lot of businesses face pressures to figure out how to engage
customers in all possible ways. Many traditional marketing strategies aimed at
engaging customers, which are commonly based on monetary and material rewards,
have been considered to be ineffective when compared to strategies that satisfy
intrinsic needs, such as gamification (Xi, N., & Hamari, J., 2020).
Gamification is the use of game mechanics to non-game situations (Eisingerich
et al., 2019). Games have been considered a pinnacle of engaging interactions (Hamari
& Keronen, 2017). Therefore, mobile wallet brands are incorporating gamified
elements into their marketing strategies. Gamification can also increase consumer
engagement behaviors (Robson et al., 2016), so the majority of businesses want to use
gamification in mobile wallet apps to improve consumer incentives to engage with
their brands. The Momo activity-tracking app, for example, converts user behaviors
into points, gives badges for achieving specified targets, and allows customers to post
their accomplishments on social media networks.
Scholars have studied the positive effects of gamification in various contexts
but only at an overall level. In particular, gamification is still in its infancy stages in
the mobile payment industry and empirical research on the influence of gamification
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on this industry is called for. Many published studies have not looked into the
significance of game playing for establishing psychological and behavioral consumer
outcomes or how various gamification feature categories affect consumer engagement
dimensions beyond qualitative exploratory investigations. Furthermore, in the current
gamification-related literature, brand engagement, which is thought to be a significant
component of the organization's value, has not undergone extensive research as a
dependent variable. As a result, there is a research gap regarding how user engagement
may foster positive outcomes in this context and how gamification can increase user
engagement.
1.2 Research objectives
The goal of this study is to understand the relationships between the three key
gamification features of achievement, social interaction, and immersion that have an
impact on brand engagement in order to close existing research gaps. The satisfaction
of specific psychological outcomes for relatedness, competence, and autonomy is
facilitated by three characteristics of those. These elements work together to
demonstrate how psychological needs affect consumers' brand engagement across the
three main dimensions (emotional, cognitive and social). This study was conducted
online on a total of 336 consumers using mobile wallet applications, of which 300
users have experienced gamification of them.
This research will show (impact) the importance of gamification on using
digital wallets that affected brand engagement in the age of industry 4.0.
The connection between players and gamification in mobile wallets and the
expansion of the market to reach customers who have never played the game and do
not intend to experience it in a mobile wallet are two additional contributions made by
this study to the existing body of literature in the gamification and marketing fields of
enterprises about the interaction between consumers and brands.
1.3 Research objects
1.3.1 Research subjects
- Research subjects: Gamification experiences of user on mobile wallet and
relationships between gamification, the users’ interactions and brand engagement;
- Participants: Users living, working and studying in Ho Chi Minh city have
experienced gamification on mobile wallets.
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1.3.2 Scope of study
- About space: This survey was conducted in Ho Chi Minh City, Vietnam.
- About time: Data was collected over 2 months in 2022 (March 17, 2022 and
May 23, 2022) at different times of day and on both weekdays and weekends. The
studies and published results of the author’s group were carried out from March to
August 2022.
1.4 Research method
The topic was used Quantitative research methods to comprehend and
determine the impact of game features on user psychology, resulting in cohesion. In
the first stage, the measurement scales for all studied constructs were adopted from
prior studies and were translated into Vietnamese. Next, the questionnaire was
designed, then our team discussed and modified it to ensure its clarity before
distribution.
The second stage was quantitative study which included the main survey and
data analysis. The survey is designed on Google Form and sent through social
networking platforms such as Facebook, Zalo, Instagram,.... After collection, the
dataset was analyzed using SPSS 22.0 and SmartPLS 3.2.8 and consisted of the
following steps: assessment of measurement scales, test for common method bias
(CMB) and assessment of the structural model with hypotheses testing.
1.5 Research structure
After Chapter 01 – Introduction, the current thesis is composed of four themed
chapters:
Chapter 02 - Literature review and hypothesis development
Chapter 03 – Research method: This chapter is concerned with the method used
for the current thesis, including the research process, measurement scale, questionnaire
design, sample and data collection, as well as the sample characteristics.
Chapter 04 – Data analysis and results: This section analyzes the dataset of the
research. It consists of the following steps: assessment of measurement scales, test for
common method bias, assessment of structural model
Chapter 05 – Discussion and conclusion: This final chapter briefs the important
results of the current thesis. Moreover, the research limitations and recommendations
for further research are also mentioned.
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CHAPTER 02: LITERATURE REVIEW AND HYPOTHESIS
DEVELOPMENT
2.1 Mobile wallet
Mobile wallet is the new type of payment method that enables users to exchange
content, access services, make payments and purchases all from their phones. Simply
described, a mobile wallet is a phone that can replace a person's wallet, which is
utilized as an alternative for financial transactions. Due to the rapid expansion of
mobile technology and a rising pool of mobile phone users as well as businesses'
innovative marketing plan, the mobile wallet has been identified as having
development potential in the mobile commerce industry. The sector tries to create
reliable mobile commerce applications while also providing a safe, convenient, cost-
effective, and efficient commercial transaction environment.
Mobile wallet offers a wide range of transactions, helping users have more
options for settling transactions at the moment of sale. Additionally, companies can
engage customers directly by delivering discount coupons to their mobile phones.
Furthermore, mobile payments allow carriers to strengthen their relationships with
clients by becoming their payment service providers. For example, MoMo-the Best
Mobile Payments Product in Vietnam for 2017, has launched a payment application
for smartphones running on the IOS/Android platforms in conjunction with local banks
(Bui, T. T. H., & Bui, H. T., 2018). Mobile wallet has recently been a hot topic and is
expected to become one of the most developed areas in the near future.
2.2 Gamification
2.2.1 Conceptualization of Gamification
First of all, Brett Terrill in his blog defined gamification as taking game
mechanics and applying them to other web properties to increase engagement (Huotari,
K., & Hamari, J., 2017). In 2010, this term became popular in the digital media sector,
when it comes to the specific definition of gamification, they denoted it as the
utilization of game design elements rather than game-based technology as a whole in
a non-game context (Deterding et al., 2011). In other words, the existence of game
system conditions such as rules, conflicting goals, and uncertain outcomes determine
whether an application is gamified. These conditions direct users to specific desired
behaviors, such as engagement in an innovation, positive feedback and loyalty, and
5
mutual cooperation. Meanwhile, another definition of gamification from the
standpoint of a game designer (Werbach, K. 2014), referring to the process of making
activities more game-like for the objective of bringing the theoretical and practical
perspectives closer together. In response to the ambiguity of previous studies in terms
of gamification definition, went even further, claiming that gamification is a process
of enhancing services with affordances for gameful experiences that aid user value
creation in general from the perspective of service marketing (Huotari, K., & Hamari,
J. 2017). To be more specific, affordances for gameful experiences should assist the
value in-use of a core service to raise its value and differentiate it from other rivals, as
outlined by Gronroos (2013). From a service marketing viewpoint, the current study
focusing on gamification may be determined by two key contributions: the joyful
experience and the support of total product value in-use (Huotari & Hamari, 2016).
2.2.2 Contextualization of Gamification
In the early years when gamification was applied to marketing and information
systems, researchers mainly focused on some areas where provision was needed, such
as learning, fitness and health or crowdsourcing (Koivisto & Hamari, 2019). In recent
years, more research has been made on the impact of gamification on user perception
changes and related behavioral changes in a variety of contexts (Cardador et al., 2017;
Landers et al., 2020). For example, gamification has been shown to improve
consumers' adoption of innovative products (e.g. Muller-Stewens et al., 2017); to
provoke positive reactions to smartphone marketing strategies like advertising and
loyalty programs (e.g. Hwang and Choi, 2020; Hogberg et al., 2019; Jang et al., 2018);
and lower energy consumption (e.g. Gunther et al., 2020). Furthermore, other research
found that gamification in fintech had influenced people's behavior, such as better
financial management through the facilitation of consumer participation in e-banking
(e.g. Rodrigues et al., 2016a,b). The preceding study summarizes the popular use of
gamification as a strategy to aid in the penetration of fintech and emphasizes the
critical role of social inclusivity in gamification designs. Most of the gaming elements
applied in the "non-game" context have been applied directly from the game design
(such as points, scores, badges and medals), and the context of gamification in mobile
wallets in Vietnam like Momo, ShopeePay, Zalopay, … is no exception. In recent
years, mobile wallet gamification products have included not only traditional simple
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gameplay such as checking in, receiving gold coins, and receiving cash, but also more
interesting and engaging mini-games such as planting trees, constructing farms,
solving puzzles, and raising pets, making mobile wallet more appealing to users.
Gamification aspects in mobile wallets can take the form of accumulating points
or badges and receiving rewards for transactions, making consumers feel more
entertained while making a purchase. According to our analysis of the literature, there
are few studies on the effects of gamification on mobile payment. Despite the fact that
gamification elements have been implemented on mobile wallets, research trends on
gamification have focused on general gamification theory, gamification elements, or
educational topics. No research has been identified that directly discusses the effects
of gamification on mobile payment.
2.3 Gamification features
2.3.1 Immersion-related features
Immersion definitions can extensively be characterized into two sorts:
perceptual and mental (Burn et al., 2006). Specialists that view immersion as a
perceptual peculiarity allude to immersion as how much an innovation or experience
consumes the feelings of a client. Conversely, scientists that view immersion as a
mental peculiarity underscore mental as opposed to tangible highlights of the game,
alluding to immersion as including the player's "psychological retention" in the game
world. Obviously, there is an error in the examinations as far as what immersion really
is. Moreover, it isn't clear which of these definitions is nearest to that of gamers when
they allude to immersion in their game play. While trying to determine this difference,
the subsequent grounded hypothesis observed that immersion was utilized to portray
an individual's level of inclusion with a PC game, in this way supporting the possibility
of immersion as a mental peculiarity (Brown, E., & Cairns, P., 2004). Moreover, the
hypothesis distinguished various obstructions that could restrict the level of inclusion,
and the sort of hindrance proposed various degrees of immersion: commitment,
engagement and all out immersion.
Using gaming mechanisms like avatars, storytelling, narrative structures,
roleplay systems, and so on, striving to engage the user in self-directed exploratory
action, immersion-related features in this study primarily attempt to immerse the
player in self-directed inquisitive activity.
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2.3.2 Achievement-related features
Players can finish discretionary sub-objectives to procure accomplishment
compensations that are apparent to players. As many sub-objectives require exhaustive
investigation, play styles, and virtuosity, achievements are a relatively cost-efficient
way of extending the lifetime of a game. Achievement features are a recent addition to
game design but they can be considered a successful one (they have become a
mandatory feature for many XBox games since 2007). However, because they are used
the most frequently in branded communities, the current study exclusively focuses on
achievement-related gamification features. The benefits of achievement-related
gamification features on brand-related factors, like brand engagement, have been
supported by existing research (Gatautis et al., 2016).
In this paper, we discuss the possibilities of achievement-related features in
games of mobile wallet apps, including elements such as badges/medals, points,
leaderboards or rankings, progress bars, and escalating difficulty levels, increasing
user's sense of accomplishment. We have a general view of how achievement-related
features have been used in games of mobile wallet apps. Then we present the results
from the user's experience, which included affections of achievement-related features
to brand engagement.
2.3.3 Social interaction-related features
The process of reciprocal influence people exercise over one another during
social encounters is known as social interaction. It typically refers to in-person
interactions where participants are physically present with one another for a
predetermined amount of time (Little et al., 2016). However, we can also consider
social interactions that are technologically mediated in modern society, such as
messaging. For instance, gamification uses interaction-related features, including
game mechanisms like team, group, and competition, to encourage social interaction
amongst users (Koivisto & Hamari, 2019).
2.4 Psychological Outcomes
8
gamification aspect we mention psychological outcomes as the intrinsic motivation
including autonomy, competence and relatedness.
2.4.1 Autonomy
The need for autonomy is defined in many ways, it is the ambition to be
independence or more specifically, to be self-direction (Wei et al., 2005) and
individuals who act based on the feeling of vitality, volition or willing to finish a
particular task are also considered to have a need for autonomy (Vansteenkiste et al.,
2004; Ryan et al., 2006). To be more explicit, the need for autonomy is the personal
experiences of the psychological decision and freedom when engaging in activities.
The SDT (Peng et al., 2012) states that a person's sense of autonomy grows when they
have the flexibility to go after an ideal outcome or take part in an activity without
external influences and distractions, which enhances intrinsic motivation. As a result,
we can claim that affordances that help users feel more free to choose or have more
opportunities to express themselves can meet the autonomy needs.
2.4.2 Competence
The desire for self-mastery and development is referred to as the need for
competence (Rigby & Ryan, 2011; Ryan et al., 2006). The concept of competence
originates from the idea individuals seek to control outcomes and they have a natural
penchant for manipulating their circumstances, overcoming obstacles, and experience
mastery over a task or domain (Van den Broeck et al., 2010). As attested by previous
research (e.g., Peng et al., 2012), we believe the factors that allow the users to have
chances to acquire new abilities, improve their skills, set clear objectives or receive
the positive feedback that they don’t expect can help to satisfy their competence. In
the gaming context of mobile wallet, users can enhance perceived competence through
optimal challenges and they can feel accomplished and controlled.
2.4.3 Relatedness
Individuals are social animals and have a need to interact with other human
beings (Van den Broeck et al., 2010). The need for relatedness is demonstrated through
social connections, it is more about the interpersonal dimension, reflecting the extent
to which a person feels that one is connected to others, has caring relationships, and
belongs to a community (Deci & Ryan, 1985; Ryan et al., 2006). As a result, when
9
people form close bonds with others and feel a sense of communion, they can
experience higher levels of relatedness and need satisfaction (Ryan & Deci, 2000).
10
help user process the brand-related thought and elaboration in brand interaction
(Hollebeek et al., 2014) or practice the duration of focus (So et al., 2014).
11
experiences. Recent research by Xi and Hamari (2019), who had offered an approach
to gamification by categorizing based on game features including immersion,
achievement, and social interaction, offers an approach to game design. Badges,
challenges, achievements, and rankings are among the features of the achievements
system that aim to increase the user's sense of accomplishment. By fostering chances
for collaboration, social features aim to enhance users' social interactions. In this study,
we decided to approach gamification on mobile wallets through classifying game
features and we analyze the specific effects of gamification on brand engagement
through an intermediate variable, psychological outcomes, because we found that in
previous studies, the author only inquired about the connection between different game
design components and participation and the relationship between gamification and
brand management has not always been explicitly theorized.
2.7 Prior relevant studies
Table 2.1 Relevant research on gamification
Gamification
increases user
Bitrian, P., engagement by
Buil, I., & Motivational Psychological Behavioral meeting their
Catalan, affordances outcomes outcomes demands for
S., 2021 competence,
autonomy, and
connectedness.
Gamification
Xi, N., & appears to be a
Gamification Brand
Hamari, J., Brand equity good brand
features engagement
2020 management
technique
12
because it can
boost brand
engagement
and equity.
Users
interacting with
Autonomy, game features
competence, are more likely
Commensurate
relatedness, to engage in
Feng et al., game elements
engagement physical
2020 & N/A
behavior, activity, be
incommensurate
intrinsic more devoted
elements
motivation, to the fitness
loyalty app, and have
higher intrinsic
motivation.
The link
between
interpretation
Gamified
type (gamified
Fernandez- environmental
Consumer vs non-
Ruano et interpretation & N/A
behavior gamified) and
al., 2022 Psychological
CBDBE is
distance
influenced by
psychological
distance.
13
Gamification
can produce
captivating user
experiences to
Key enhance how
Customers and
Robson et gamification people engage
N/A employee's
al., 2016 mechanics for with a
engagement
player type company or
brand the way
customers
interact with a
brand or firm.
Gamification
principles can
promote hope
Eisingerich Hope & Customer and
Purchases
et al., 2019 compulsion engagement consequently
increase
customer
engagement.
16
play an important role to assumes the user's position in the gamification system
(Mulcahy et al., 2020), which invokes a sense of social relatedness.
Based on the arguments above, we propose:
H1. The user’s interaction with achievement-related gamification features in
the mobile wallet helps to satisfy his/her needs for (a) competence, (b) autonomy and
(c) relatedness.
H2. The user’s interaction with social interaction-related gamification features
in the mobile helps to satisfy his/her needs for (a) competence, (b) autonomy and (c)
relatedness.
H3. The user’s interaction with immersion-related gamification features in the
mobile wallet helps to satisfy his/her needs for (a) competence, (b) autonomy and (c)
relatedness.
2.8.3 The relationship between psychological outcomes and brand engagement
Brand engagement is considered to be a result of customer experience when
consumers interact with the products and services; suppliers represent the brand, which
then further show the nature of relationship between consumers’ particular with brand
(Brodie et al., 2011; Hollebeek et al., 2014). Generally speaking, brand engagement
can be seen as a multidimensional psychological state that is a result of interacting
with a brand represented to three main factor: emotional BE, cognitive BE and social
BE.“The emotional of brand engagement refers to affection and a consumer’s degree
of positive brand-related affect in a particular consumer/brand interaction (Hollebeek
et al., 2014) or enthusiasm and refers to the zealous reactions and feelings of a person
related to using or interacting with the focus of their engagement. The cognitive of
brand engagement mentions to the level of interest the customer has or wishes to have
in interacting with the concentration of their engagement, specifically is interaction
with gamification, named conscious attention (Vivek et al., 2014), the brand-related
thought processing and elaboration in brand interaction (Hollebeek et al., 2014) or the
duration of focus (So et al., 2014). Social brand engagement involves increasing of the
interaction based on the inclusion of others with the focus of engagement (Bijmolt et
al., 2010; Van Doorn et al., 2010), which involves online aspects, socializing and
participating in the online community with others (Vivek et al., 2014; Calder et al.,
2009). Social brand engagement is a social act full of culture, meaning, language, and
17
values. Social brand engagement is meaningful connection, creation and
communication between consumers, using brand or brand-related language, images
and meanings (Kozinets & Robert V, 2014). In addition, social BE involves increased
interaction with others as the focus of engagement (Bijmolt et al., 2010; Van Doorn et
al., 2010), consistent with online activity, related to socializing and participating in
online communities with others (Calder et al., 2009; Vivek et al., 2014).”
In this study, we need to provide evidence to explain how the above aspects are
applied by businesses to gamification and how they have an impact to promote brand
engagement.
Several previous practical studies on gamification have shown that gamification
affects brand engagement. Gamification has impacts on consumer brand interaction in
the Lithuanian market, while this relationship was unclear according to their research
results (Gatautis et al., 2016). Gambling-related interactions were often highly
interactive and that optimal challenge was positively related to the emotional and
cognitive aspects of interactions with brands (Berger et al., 2017). Similarly, states-
related consist of likes, comments, teams and collaboration naturally affects social
brand engagement (Leclercq, Hammedi, & Poncin, 2018).
Brand engagement is considered to be one of the most important determinants
of brand equity (Hoeffler & Keller, 2002; Weiger et al., 2017). That is customers can
affect to brand equity through their willingness to spend more time, money,...
Whenever customers focus on product quality, it has a positive impact on brand equity
(Christodoulides et al., 2012). So to promote these customer behaviors, we focus on
three psychological factors that are considered the most optimal.
The individuals have three main psychological needs: competence, autonomy,
and relatedness. They give players the freedom to create different contexts and ways
of playing. In fact, this relationship between psychological outcomes and brand
engagement was investigated in other researches in different contexts. For instance,
students’ sense of competence, autonomy and relatedness have been linked to
cognitive, emotional and social brand engagement (Buil et al., 2020; Dupont et al.,
2014; Skinner et al., 2008). Therefore, we hypothesize:
H4. The satisfaction of the need for competence has a positive impact on (a)
the emotional BE, (b) the cognitive BE and (c) the social BE
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H5. The satisfaction of the need for autonomy has a positive impact on (a) the
emotional BE, (b) the cognitive BE and (c) the social BE
H6. The satisfaction of the need for relatedness has a positive impact on (a) the
emotional BE, (b) the cognitive BE and (c) the social BE
2.9 Summary
Overall, this chapter presented the research framework which was drawn upon
the SSMMD framework and the literature review on each construct of the model, as
well as five studies relevant to this thesis. Furthermore, four hypotheses were
proposed. The first three hypotheses are that the user’s interaction with each
gamification feature, respectively, (1) achievement, (2) social interaction and (3)
immersion helps to satisfy his/her needs for (a) competence, (b) autonomy and (c)
relatedness. The last hypothesis is that the satisfaction of psychological outcomes
(consisting of the need for autonomy/competence/ relatedness) has a positive impact
on (a) the emotional BE (b) the cognitive BE and (c) the social BE. The next chapter
would be concerned with the method used for the current thesis.
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CHAPTER 03: RESEARCH METHODOLOGY
3.1 Procedure
The research process was carried out according to the following basic steps:
The first step in this process was to review the literature and prior relevant
papers (Table 2.1) to adopt the measurement scale for all studied constructs; with some
minor modifications to fit the current research context. Constructing an initial
questionnaire in English from the original articles, then translated it into Vietnamese
and then conducted a preliminary survey to adjust the questionnaire to ensure the
logical and understandable meaning of each item and back to being translated into
English for data analysis. This current study, quantitative methods was chosen to
evaluate measurement models and structural model testing. To begin this process, a
two-stage approach was applied to assess the measurement model. The reliability of
the studied constructs was represented by Cronbach’s alpha and composite reliability,
while the convergent validity was represented by indicator reliability and average
variance extracted (AVE). In addition, the Heterotrait-Monotrait Ratio (HTMT) and
cross loadings were employed to evaluate the discriminant validity of the measurement
model. The following step involved determining whether the common method bias
(CMB) might jeopardize the research findings. The structural model was then
evaluated using a variety of criteria, including the R2 and Q2 of the endogenous
constructs to evaluate the proposed research model's predictive power and predictive
relevance, respectively, and the VIF values to check for collinearity issues (Henseler
& Chin, 2010). A bootstrapping procedure of 5,000 samples was used to test the direct
effects, the mediating effects, and the moderating effects of the current thesis
hypotheses (Hair et al., 2021). Research process includes the following steps as
illustrated in Figure 3.1.
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- Reliability (cronbach’s alpha and composite
reliability)
- Convergent validity ( AVE)
- Discriminant validity (cross loadings, Fornell-Larcker
criterion, and the Heterotrait-Monotrait Ratio - HTMT)
- The collinearity issues (VIF value)
- The predictive power (R2) and predictive relevance
(Q2)
- Hypotheses testing (bootstrapping 5,000): direct
effects, mediating effects, and the moderating effects.
- Effect Size F2
5. Measurement
4. Discussion scale & Draft
questionnaire
𝑘 ∑𝑘 2
𝑖=1 𝜎𝑖
α= (1 − )
𝑘−1 𝜎𝜏2
Where:
α ≥ 0.90 Excellent
23
α 0.80 – 0.89 Good
(∑𝑖 𝑙𝑖 ) 2
CR =
(∑𝑖 𝑙𝑖 ) 2 + 𝛴𝑖 𝑣𝑎𝑟(𝑒𝑖 )
Where:
24
Since internal consistency reliability is inappropriate for formative
measurement models, convergent validity assessment is quite different. It is necessary
to include additional reflectively measured variable(s) in the nomological net of each
formative construct in the survey in order to calculate convergent validity for
formatively measured constructs. Formatively measured constructs are evaluated in
addition to their convergent validity using the statistical significance, size, and
collinearity of the indicator weights (Hair et al., 2017c).
3.3.6 Assessing Discriminant Validity
Discriminant validity is a rather complementary concept: Two conceptually
different concepts should exhibit sufficient difference (i.e. the joint set of indicators is
expected not to be unidimensional) (Henseler et al., 2009). The Fornell-Larcker
criterion and cross loadings are two measures of discriminant validity that have been
proposed for PLS path modeling. According to the Fornell-Larcker criterion (Fornell
& Larcker, 1981), a latent variable shares more variance than any other latent variable
with the indicators to which it is assigned. According to statistics, each latent variable's
AVE should be higher than its highest squared correlation with any other latent
variable.Assessing the heterotrait-monotrait ratio (HTMT) of the correlations, which
is the average of the heterotrait-heteromethod correlations (i.e., the correlations of
indicators across constructs measuring different phenomena), relative to the average
of the monotrait-heteromethod correlations (i.e., the correlations of indicators within
the same construct). With the condition that the HTMT is less than 0.9 (Henseler et
al., 2015).
25
3.4.1 Assessing Multicollinearity
Multicollinearity is a phenomenon where the independent variables are strongly
correlated, leading to bias and change in direction of its relationship with the dependent
variable. In other words, multicollinearity occurs when a linear correlation exists
between more than two independent variables in the model. That will lead to problems
such as: Limiting the value of R squared, distorting/changing the sign of the regression
coefficients.
To test the multicollinearity, the author relies on the variance inflation factor
(VIF) with the VIF index < 5 or the TOL tolerance > 0.20 (Hair et al., 2017). In the
context of PLS-SEM, a tolerance value of 0.20 or less and a VIF value of 5.00 or higher
can cause multicollinearity (Hair et al., 2017).
3.4.2 Relationship in structural model
Because PLS-SEM does not assume that the data must be normally distributed.
The absence of a normal distribution means that the parameterized tests used in the
regression analysis cannot be applied to check whether the outer weight, outer loading
and path coefficients is statistically significant or not. Therefore, PLS-SEM uses a
coefficient that is statistically significant depending on its standard error obtained
through bootstrapping to check the significance level.
Hair et al. (2018) proposed a return magnified sample to approximately 5,000
samples. The bootstrap standard error allows us to calculate the experimental t-value
and the p-value for all the path systems in the structural model. With t-value > 1.96,
the test is statistically significant at the 5% level.
3.4.3 Assessing Coefficient of determination (𝑹𝟐 )
The essential criterion for this assessment is the coefficient of determination 𝑅 2
of the endogenous latent variables. The 𝑅2 value is calculated as the squared
correlation between the predicted value and the value of the specific dependent
research variable. The value of 𝑅2 ranges from 0 to 1, the higher the index, the more
accurate the forecast. 𝑅2 values of 0.75; 0.50 or 0.25 in PLS path models as substantial,
moderate, and weak, respectively (Henseler et al., 2009).
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3.4.4 Assessing Effect Size (𝒇𝟐 )
For each effect in the path model, one can evaluate the effect size 𝑓 2 by means
of Cohen (1988). The effect size 𝑓 2 is calculated as the increase in 𝑅2 relative to the
proportion of variance of the endogenous latent variable that remains unexplained.
The 𝑓 2 values of 0.02, 0.15, and 0.35 can be viewed as a gauge for whether a
predictor latent variable has a weak, medium, or large effect at the structural level
(Cohen, 1988).
3.4.5 Assessing the relevance of 𝑸𝟐
The structural model's capacity for prediction is subject to another evaluation.
Stone-𝑄2 Geisser's (Stone, 1974; Geisser, 1975), the most common indicator of
predictive relevance, can be measured while using blindfolds (Tenenhaus et al., 2005).
The model must be able to predict the endogenous latent variable's indicators,
according to the Stone-Geisser criterion. The method combines cross-validation and
function fitting in one step. The prediction of observables or potential observables is
of much greater relevance than the estimator of what are frequently artificial construct-
parameters, as Chin (1998) points out. (p. 320).
Construct Items
Important
Frequency
28
3. How often are points, scores, and experiences
points interacted with (FAF3)
Important
29
avatar to be interacted with (IIF1)
Frequency
Psychological Outcomes
30
me (AUT3)
Brand Engagement
31
1. I enjoy discussing the brand with my friends and
using their products (SBE1)
Sources: Xi & Hamari (2019); So et al. (2014); Vivek et al. (2014); Vivek (2009);
Standage et al. (2005).
3.6 Sample characteristics
After thorough review, 300 valid responses were used for further analysis. The
majority of respondents (74.3%) have graduated from college or university. The most
common monthly income is less than 5 million VND (50.7%). Momo is the e-wallet
app that spends the most time playing games (62.7%). More details about respondents’
profiles and purchase behaviors are presented in Table 3.2.
Age
32
19 - 25 140 46.7
26 - 35 101 33.7
Over 35 38 12.7
Gender
Education
Others 1 3.0
33
Occupation
Self-employed 37 12.3
Military/Government 39 13.0
Others 5 1.7
VND 20,000,000
15 5.0
and more
34
Total 300 100.0
Habit of use
VN Pay 3 1.0
Others 10 3.3
Tenure
35
Weekly use
1-3h 23 7.7
3-6h 8 2.7
6-9h 3 1.0
9-12h 2 0.7
3.7 Summary
In Chapter 3, the author presents in detail the steps of the research process,
including: Research problems, Research objectives, Theories are systematized to come
up with a research model, from which to build a preliminary scale, conduct group
discussions, conduct preliminary research to come up with a scale. The next step is to
select a survey sample, collect and process data by means of sample descriptive
statistics, test hypotheses and scales from which to draw conclusions and finally
propose implications.
The scale was built from the inheritance of previous studies and combined with
qualitative surveys to clarify the questions to serve the research process. The results
have 9 research concepts in the model measuring 53 questions.
36
For the data processing part, the author presented methods to describe statistical
samples using SPSS 22.0 software and evaluated the measurement model, PLS-SEM
structural model with SmartPLS 3.2.8 software.
37
CHAPTER 04: DATA ANALYSIS AND RESULTS
Chapter 3 detailed the research design, construction of the scale, and the
evaluation criteria for each research concept. In this chapter, the following sections
will be presented: description of data collected after data cleaning, reliability testing
of the scale by Cronbach's Alpha, CR, AVE.
38
Note: See Table 3.1 for all abbreviations of the respective constructs in the
model
39
Note: See Table 3.1 for all abbreviations of the respective constructs in the
model
Stage I
Cronbach’s
Construct Indicator CR AVE Outer loading
alpha
40
COM2 0.912
COM3 0.927
COM4 0.913
AUT2 0.937
AUT3 0.920
REL2 0.830
REL3 0.865
REL4 0.872
REL5 0.856
Emotional
EBE1 0,935 0,951 0,794 0.826
BE
EBE2 0.901
EBE3 0.918
EBE4 0.885
41
EBE5 0.923
Cognitive
CBE1 0,915 0,941 0,799 0.834
BE
CBE2 0.917
CBE3 0.919
CBE4 0.901
SBE2 0.891
SBE3 0.917
SBE4 0.913
SBE5 0.902
SBE6 0.877
Stage II
Cronbach’s
Construct Indicator CR AVE Outer loading
alpha
42
COM2 0,913
COM3 0,927
COM4 0,913
AUT2 0,937
AUT3 0,920
REL2 0,830
REL3 0,864
REL4 0,872
REL5 0,856
Emotional
EBE1 0,935 0,951 0,794 0,826
BE
EBE2 0,901
EBE3 0,918
EBE4 0,885
43
EBE5 0,923
Cognitive
CBE1 0,915 0,941 0,799 0,834
BE
CBE2 0,917
CBE3 0,919
CBE4 0,901
SBE2 0,891
SBE3 0,917
SBE4 0,913
SBE5 0,902
SBE6 0,877
44
Table 4.2. Scale accuracy analysis: Discriminant validity assessment
Fornell-Larcker Criterion
Autonomy (1)
46
Table 4.3 Formative measurement model results
Stage I
47
Frequency 1.073 0.868 0.000 0.8915
Increasingly difficult
task
Importance 1.073 0.319 0.000 0.6697
Stage II
48
Construct Items VIF Weight P-values Loading
Virtual
2.481 0.397 0.000 0.889
currency
Increasingly
3.938 0.464 0.000 0.929
difficult task
49
4.2 Assessment of structural model
Following the procedure to evaluate the structural model as proposed by Hair
et al. (2017), the collinearity issues among each set of predictor variables were firstly
checked; all VIF values (see Table 4.4) of less than 5.0 demonstrated that collinearity
was unlikely to be a concern.
Cognitive BE (3)
Emotional BE (5)
Social BE (9)
50
Table 4.5 Structural model quality
In support of H1a, H1b and H1c, interaction with achievement and progression-
oriented game elements in the app promotes the satisfaction of the needs for Autonomy
(β = 0.400; p = 0.000), Competence (β = 0.450; p = 0.000) and Relatedness (β = 0.296;
p = 0.001).
Similarly, interaction with social-oriented game elements is positively
associated with Relatedness (β = 0,213; p = 0.021) and Competence (β = 0.234; p =
0.007) need satisfaction, supporting H2a, H2c.In contrast to our expectations, we did
not find a significant relationship between interaction with social-oriented elements
and Autonomy need satisfaction (β = 0.038; p = 0.692), which leads us to reject H2b.
The results demonstrated that engagement with immersion-oriented game
features in the app enhances Relatedness need fulfillment (β = 0.222; p = 0.001) and
Autonomy need satisfaction (β = 0.225; p = 0.031), supporting H3b, H3c; no
significant effect was found on Competence (β = 0.040; p = 0.645), rejecting H3a,
respectively.
In addition, interaction with Competence elements in psychology, the results
indicated that satisfaction of the needs for Emotional brand engagement (β = 0.309; p
= 0.001), Cognitive brand engagement (β = 0.292; p = 0.001) and Social brand
engagement (β = 0.278; p = 0.002). Hence, H4a, H4b and H4c are supported.
51
In terms of the connection between Autonomy characteristics and the three
elements of brand engagement, the findings revealed that interaction with Autonomy
features was not significantly associated with either Cognitive brand engagement (β =
0.123, p = 0.116) or Social brand engagement (β = 0.157, p = 0.079), and only
positively associated with Emotional brand engagement (β = 0.251, p = 0.003). Thus,
H5a are supported; H5b and H5c are rejected according to the result.
Furthermore, the three characteristics of brand engagement were found to be
highly linked to Relatedness features (for Emotional brand engagement, β = 0.297, p
= 0.000; Cognitive brand engagement, β = 0.397, p = 0.000; Social brand engagement,
β = 0.376, p = 0.000). Therefore, H6a, H6b and H6c are supported.
Sample Standard
T Statistics P Significance
β Mean Deviation
(|O/STDEV|) Values (p < 0.05)?
(M) (STDEV)
Achievement -
0,400 0,411 0,096 4,182 0,000 Yes
> Autonomy
Achievement -
0,450 0,450 0,082 5,457 0,000 Yes
> Competence
Achievement -
0,296 0,303 0,089 3,338 0,001 Yes
> Relatedness
Autonomy ->
0,123 0,121 0,078 1,572 0,116 No
Cognitive BE
Autonomy ->
0,251 0,252 0,085 2,946 0,003 Yes
Emotional BE
Autonomy ->
0,157 0,157 0,089 1,756 0,079 No
Social BE
52
Competence -
> Cognitive 0,292 0,285 0,085 3,430 0,001 Yes
BE
Competence -
> Emotional 0,309 0,300 0,091 3,387 0,001 Yes
BE
Competence -
0,278 0,273 0,088 3,177 0,002 Yes
> Social BE
Immersion ->
0,225 0,224 0,104 2,162 0,031 Yes
Autonomy
Immersion ->
0,040 0,051 0,088 0,460 0,645 No
Competence
Immersion ->
0,222 0,225 0,070 3,189 0,001 Yes
Relatedness
Relatedness ->
0,397 0,402 0,077 5,184 0,000 Yes
Cognitive BE
Relatedness ->
0,297 0,304 0,078 3,812 0,000 Yes
Emotional BE
Relatedness ->
0,376 0,378 0,089 4,240 0,000 Yes
Social BE
Social ->
0,038 0,036 0,096 0,397 0,692 No
Autonomy
Social ->
0,234 0,228 0,086 2,723 0,007 Yes
Competence
53
Social ->
0,213 0,210 0,092 2,307 0,021 Yes
Relatedness
The magnitude of the effect (f2) represents the effect of the factor when it is
removed from the model. Factor with f2 < 0.02 has low influence (Table 4.7).
Table 4.7 Results of testing the magnitude of the effect f2 in the model
Cognitive BE (3)
54
Competence (4) 0,078 0,099 0,070
Emotional BE (5)
Social BE (9)
4.3 Summary
Chapter 4, we present the results of descriptive statistics of the observed sample.
Then, we evaluate the measurement model through testing the reliability and validity
(including convergence value and discriminant value) of the scale by using the
reliability coefficient Cronbach's alpha, system composite confidence (CR) and
extracted mean variance (AVE), discriminant validity test (Fornell-Larcker condition),
inner confidence interval (HTMT). Next, the study also tested the multicollinearity of
the scale through the VIF coefficient. The study uses the coefficient of determination
(𝑅2 ), the coefficient of impact (𝑓 2 ) and the relevance of the forecast (𝑄2 ) to evaluate
the explanatory power of the dependent variables. Bootstrapping 1000 samples is also
used to test research hypotheses through t-test.
55
CHAPTER 05: DISCUSSION AND CONCLUSION
5.1 Discussion of research
Using the SSMMD as a foundation, this study proposes and tests a model to
explain how game elements based on achievement and progression, socialization, and
immersion, satisfy basic psychological needs and promote user engagement, resulting
in positive marketing outcomes.
Interaction with accomplishment and progression-oriented aspects has the
ability to meet users' requirements for competence, autonomy, and relatedness,
according to this study. Interaction with immersion-oriented components in the app,
contrary to our expectations, increases sentiments of relatedness and competence
among users, but not feelings of autonomy.
The findings concerning users' interactions with the app's social-oriented
elements were even more surprising. As predicted, the findings revealed that this type
of game feature has a significant influence on the development of social relatedness
sentiments. However, contrary to our predictions, it had no effect on the users’ feelings
of autonomy. A possible explanation for this might be that implementing social-
oriented elements, such as competition or cooperation, in the app might be perceived
as controlling, as they ‘force’ users to make decisions based on other users’ actions,
instead of on themselves, thus reducing their feelings of autonomy. For instance, in the
case of Momo wallet, users will ask their friends for puzzle pieces to complete items
(Lac Li Xi Campaign), they may believe they are being pressured to accept it,
decreasing their sense of autonomy. According to the SSMMD, mobile apps must meet
users' demands for competence, autonomy, and relatedness in order to encourage user
engagement. In fact, our research shows that psychological need fulfillment plays a
role in modulating the impacts of competence and autonomy on user engagement.
Gamification aspects have been shown to increase brand engagement in previous
research (e.g., Xi & Hamari, 2020). However, psychological states such as fulfillment
of the SSMMD's psychological requirements influence this link (Eisingerich et al,.
2019). This is also in accordance with the SDT, which states that utilizing a gamified
mobile app becomes a reward in and of itself if users believe they are competent in
handling its features, have the flexibility to choose how they use it, and can connect
with other users. Furthermore, this research illustrates the favorable influence of user
56
involvement with the mobile app on desirable marketing outcomes, as well as the
significance of user engagement as a mediating factor in the link between game
element interaction and marketing outcomes. Engaged users, in particular, are more
likely to continue using the gamified mobile app, connect more with the brand, and
give the brand app a positive rating.
5.2 Theoretical contributions
In terms of theoretical contributions, through individual research and scientific
measurements, our group confirmed the correctness and reliability of the sample
research model. According to the findings, gamification has a moderate impact on
brand engagement. The study provides a clearer knowledge of the function of
gamification in brand management based on the data indicating a sensible internal and
external validity, as well as the conduction of the structural equation modeling
analysis. The study looked at the connections between various gamification features
and three types of brand engagement (emotional, cognitive, and social), which can
assist in illuminating how gamification influences brand engagement and which
gamification elements are appropriate to use. However, there needs to be more in-
depth research related to the engagement of mobile wallet consumers with brands
through the application of gamification mechanisms. The study contributed to the
theoretical basis of reference for the following similar and extended research topics.
5.3 Practical implications
The study's conclusions also offer a number of useful recommendations that
will aid marketers and developers of mobile wallet apps in their decision-making.
Points, badges, and leaderboards are key components of game design that increase user
satisfaction (Hassan & Hamari, 2019). Mobile wallet games have features like mini-
games to entice new users, stealing from in-game friends, asking friends to help barter
for lower prices, and battling other players for ranking points. Players can also decide
whether to keep playing or stop depending on the social interactions they have in the
game (Baabdullah, 2018). Customers also express a sense of social identity while
playing games. Compared to many other mobile wallets currently on the market,
Momo, a latecomer, quickly opened up a new region of mobile wallets. The
gamification of social interaction is a crucial element.
57
As this study has shown, engagement is promoted by meeting basic
psychological needs. Therefore, gamified mobile apps should be made by app
developers to give users a sense of competence, independence, and community.
According to this study, the most effective gaming elements are those that emphasize
achievement and progression because they simultaneously promote the three
fundamental requirements and have a positive direct and indirect impact on user
engagement. We think managers and practitioners should investigate heavily utilizing
aspects of achievement and social interaction in their online brand communities to
increase emotional, cognitive, and social brand engagement. Aspects of immersion can
also be used to achieve particular marketing goals, like boosting social engagement.
To encourage a sense of community among users, app developers may think
about creating a user community within the app. For instance, mobile wallets should
have their own user communities that encourage user interaction and allow users to
voluntarily share their goals, successes, and even information about short-term mini-
games that are beneficial to users, such as "Lac Li xi" in the Momo Lunar New Year.
Additionally, users should be able to publicly post their accomplishments to receive
praise and "likes" and invite their Facebook friends to join their communities. This
will attract more users to the app.
In terms of their participation, involvement, and engagement in marketing
activities, many traditional marketing strategies, such as customer loyalty programs,
point-based management, and membership systems, which are typically linked with
monetary or material rewards systems, have been seen to lower consumers' motivation
(Deci et al., 1999). These strategies also place a significant financial burden on
businesses. Businesses need to master both the art and science of customer
management if they want to engage their customers in a profitable and sustainable way
(Pansari & Kumar, 2017). On the other hand, gamification uses web and visual game
features to satisfy users' psychological needs and boost their intrinsic motivation (Peng
et al., 2012; Van Roy & Zaman, 2018). The positive interactions may encourage
frequent usage of the service (Wolf et al., 2019). According to our analysis,
implementing gamification as a marketing strategy can increase brand equity and
customer engagement with a company. Therefore, practitioners should think about
adding more engaging gamification affordances to the current system in order to
58
gamify traditional marketing strategies. To test the effectiveness of conventional
marketing strategies that incorporate gamification techniques, more study is
necessary.”
5.4 Limitations and further research
The fact that the current study measured customer engagement with brands
using two key variables, such as three gamification features and psychological
outcomes, is one of its strengths. However, the present study carries a few drawbacks
that could open up new areas for investigation in the future. First of all, the data size
was small and they were only collected once using a single self-administered
questionnaire (most of the students). Therefore, it would be great if future studies could
increase the size of their data sets, use longitudinal data to assess the effectiveness of
gamification over the long term in addition to data collected directly from the app
(Bitrián et al., 2021), and have employees of mobile-wallet companies speak with more
users over the age of 30. In addition, the data were collected based on a few specific
mobile app (Momo, Shopee Pay, Zalopay), that have not yet covered all mobile-wallets
available on the market, therefore a future research strategy focusing on users all of
mobile wallets to give larger results, propose solutions for as many businesses as
possible. Moreover, this study was conducted in the context of the world facing Covid
- 19, the frequency of using mobile-wallets has peaked, and the results may change
depending on the time and purposes of service providers. To increase the
generalizability of the findings, future researchers can select to research in the context
of the "New Normal". The returned data is self-reported, as is typical for survey-based
studies, so some respondents may not accurately recall certain details like how
frequently they interacted with each gamification feature or how they felt after playing.
Therefore, it might be beneficial if future research can focus on the period right after
users play. Finally, additional research into the interactions between gamification and
brand engagement could produce findings that differ from those of this study. For
instance, depending on the gaming history of consumers and how their interactions
with gamification translate to brand engagement and brand equity (Bittner & Schipper,
2014), or how their interactions relate to their demographic factors like age and gender
(Koivisto & Hamari, 2014).
59
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70
APPENDIX A. QUESTIONNAIRE – VIETNAMESE VERSION
BẢNG CÂU HỎI KHẢO SÁT
Chào bạn,
Chúng tôi là nhóm nghiên cứu thuộc trường Đại học Kinh tế TP. Hồ Chí Minh. Chúng
tôi đang thực hiện một bài nghiên cứu về sự gắn kết giữa người dùng và thương hiệu
thông qua việc ứng dụng game hóa (gamification), cụ thể ở đây là trên nền tảng các
ứng dụng ví điện tử. Mong bạn dành ra 15 phút quý giá để giúp nhóm hoàn thành phiếu
khảo sát dưới đây. Chúng tôi xin cam kết tất cả thông tin thu thập được chỉ phục vụ
cho mục đích học thuật và được xử lý hoàn toàn ẩn danh trong quy trình bảo mật
nghiêm ngặt.
*Ghi chú: Game hóa (gamification) là việc ứng dụng một cách thực tế những cơ
chế của game vào các lĩnh vực phi trò chơi như marketing, giáo dục hoặc quản
trị, với mục tiêu mang lại các lợi ích tích cực như khuyến khích khách hàng tiêu
dùng, gắn kết người dùng với các ứng dụng phần mềm, website, mobile app,…
của thương hiệu.
Bạn đã từng trải nghiệm game trên các ứng dụng ví điện tử (MoMo, ShopeePay,
ZaloPay,...) chưa?
o Đã từng
o Chưa
2.1 Bạn đã trải nghiệm các game trên ứng dụng ví di động nào:
□ MoMo
□ Shopee Pay
□ Zalo Pay
□ Moca
71
□ Khác
2.2 Bạn dành thời gian nhiều nhất để trải nghiệm game trên ứng dụng ví điện tử nào
sau đây:
o MoMo
o ShopeePay
o ZaloPay
o Moca
o Khác
2.3 Bạn đã chơi game trên ứng dụng ví di động bao lâu rồi:
o Dưới 3 tháng
o Từ 3-6 tháng
o Từ 6-9 tháng
o Từ 9-12 tháng
o Trên 1 năm
2.4 Bạn thường dành bao nhiêu thời gian trong tuần để chơi game trên ứng dụng ví di
động:
o Dưới 30 phút
o Từ 30-60 phút
o Từ 1-3 giờ
o Từ 3-6 giờ
o Từ 6-9 giờ
o Từ 9-12 giờ
o Trên 12 giờ
Bạn hãy nghĩ về thương hiệu ví di động mà bạn yêu thích nhất và đã trải nghiệm các
game trên ứng dụng của thương hiệu ví di động đó, sau đó trả lời các câu hỏi bên dưới
bằng cách khoanh tròn vào con số thích hợp.
1. Xin vui lòng đánh giá mức độ quan trọng (1-7) đối với các phát biểu bên
dưới theo quy ước sau:
72
1 2 3 4 5 6 7
Hoàn toàn
Không Phần nào
không Khá quan Quan Cực kỳ
quan không Trung Lập
quan trọng trọng quan trọng
trọng quan trọng
trọng
73
Tầm quan trọng của việc bạn tương tác với đồng đội
2. 1 2 3 4 5 6 7
để dành chiến thắng trong game.
Tầm quan trọng của việc game có tính năng nhắn tin,
3. trò chuyện và tạo ra cộng đồng người cùng chơi trên 1 2 3 4 5 6 7
các mạng xã hội.
Hoàn toàn không quan
SỰ ĐẮM CHÌM trọng → Cực kỳ quan
trọng
Tầm quan trọng của việc tương tác với avatar, profile
1. 1 2 3 4 5 6 7
và bộ nhận diện ảo của người chơi trong game.
Tầm quan trọng của việc tương tác với các tùy chỉnh
2. trong game (vd: điều chỉnh giao diện mặc định theo 1 2 3 4 5 6 7
các riêng của bạn).
Tầm quan trọng của việc game có nội dung/thông điệp
3. 1 2 3 4 5 6 7
đối với bạn.
2. Xin vui lòng cho biết tần suất tương tác (1-7) của bạn đối với các yếu tố khi trải
nghiệm game bên dưới theo quy ước sau:
1 2 3 4 5 6 7
Không
Không Thỉnh Thường
Hiếm khi thường Liên tục Mọi lúc
bao giờ thoảng xuyên
xuyên
74
Tôi cảm thấy mình như một người chơi thông thạo
3. 1 2 3 4 5 6 7
khi tham gia game.
Tôi cảm thấy mình là một người có năng lực khi
4. 1 2 3 4 5 6 7
chơi game của thương hiệu này.
Hoàn toàn không đồng
VỀ TÍNH TỰ CHỦ
ý→ Hoàn toàn đồng ý
Tôi có nhiều sự lựa chọn khi chơi game trên ứng
1. 1 2 3 4 5 6 7
dụng ví điện tử.
2. Tôi thoải mái quyết định mình sẽ làm gì/chơi trò gì. 1 2 3 4 5 6 7
3. Tôi thoải mái quyết định mình sẽ chơi như thế nào. 1 2 3 4 5 6 7
Tôi chơi những game này bởi vì tôi thật sự muốn
4. 1 2 3 4 5 6 7
trải nghiệm nó.
Hoàn toàn không đồng
VỀ TÍNH GẮN KẾT
ý→ Hoàn toàn đồng ý
Tôi cảm thấy mình có ích với những người chơi
1. khác (vd: trao đổi vật phẩm để hoàn thành nhiệm 1 2 3 4 5 6 7
vụ.).
2. Tôi nhận được sự hỗ trợ từ những người chơi khác. 1 2 3 4 5 6 7
Khi tham gia vào cộng đồng những người cùng
3. chơi, tôi cảm thấy mình được thấu hiểu ( trò chuyện 1 2 3 4 5 6 7
về nhiệm vụ, cách thăng cấp,...).
Khi tham gia vào cộng đồng những người cùng
4. chơi, tôi cảm thấy người khác quan tâm đến những 1 2 3 4 5 6 7
gì tôi nói, tôi làm.
3. Xin vui lòng cho biết mức độ đồng ý (1-7) của bạn đối với các yếu tố khi trải
nghiệm game bên dưới theo quy ước sau:
1 2 3 4 5 6 7
75
Hoàn
Rất Hoàn
toàn Không Rất đồng
không Trung lập Đồng ý toàn đồng
không đồng ý ý
đồng ý ý
đồng ý
76
Khi tham gia vào cộng đồng những người cùng
3. chơi, tôi cảm thấy mình được thấu hiểu ( trò chuyện 1 2 3 4 5 6 7
về nhiệm vụ, cách thăng cấp,...).
Khi tham gia vào cộng đồng những người cùng
4. chơi, tôi cảm thấy người khác quan tâm đến những 1 2 3 4 5 6 7
gì tôi nói, tôi làm.
4. Xin vui lòng cho biết mức độ đồng ý (1-7) của bạn về sự gắn kết với thương
hiệu ví điện tử sau những trải nghiệm game trên ứng dụng theo quy ước sau:
1 2 3 4 5 6 7
Hoàn
Rất Hoàn
toàn Không Rất đồng
không Trung lập Đồng ý toàn đồng
không đồng ý ý
đồng ý ý
đồng ý
77
Bất cứ điều gì liên quan đến thương hiệu ví điện tử
3. 1 2 3 4 5 6 7
này đều thu hút sự chú ý của tôi.
4. Tôi nghĩ về thương hiệu ví điện tử này rất nhiều. 1 2 3 4 5 6 7
Hoàn toàn không đồng
YẾU TỐ XÃ HỘI
ý→ Hoàn toàn đồng ý
Tôi yêu thích việc bàn luận và sử dụng thương hiệu
1. 1 2 3 4 5 6 7
ví điện tử này với bạn bè.
Tôi thích việc bàn luận và sử dụng thương hiệu ví
2. 1 2 3 4 5 6 7
điện tử này hơn khi ở cùng với người khác.
Tôi thấy vui hơn nếu những người xung quanh tôi
3. cùng bàn luận và sử dụng thương hiệu ví điện tử 1 2 3 4 5 6 7
này.
Tôi thích chia sẻ với người khác về trải nghiệm của
4. 1 2 3 4 5 6 7
bản thân khi sử dụng thương hiệu ví điện tử này.
Tôi có hảo cảm với những người cùng sử dụng
5. 1 2 3 4 5 6 7
thương hiệu ví điện tử này.
Tôi thích việc giới thiệu thương hiệu ví điện tử này
6. 1 2 3 4 5 6 7
với người khác.
Xin vui lòng cho biết một số thông tin cá nhân chung của bạn bằng cách đánh dấu vào
ô trả lời thích hợp.
o Dưới 18 tuổi
o Từ 18 - 25 tuổi
o Từ 26 - 35 tuổi
o Trên 35
2. Giới tính
o Nam
o Nữ
78
3. Trình độ học vấn
79
APPENDIX B. RESPONDENTS DEMOGRAPHIC
80
81
APPENDIX C. BOOTSTRAPPING RESULTS FOR HYPOTHESIS TESTING
1. Path Coefficients
Mean, STDEV, T-Values, P-Values
T
Standard
Original Sample Statistics
Deviation P Values
Sample (O) Mean (M) (|O/STDE
(STDEV)
V|)
Achievement
0,400 0,411 0,096 4,182 0,000
-> Autonomy
Achievement
-> 0,450 0,450 0,082 5,457 0,000
Competence
Achievement
-> 0,296 0,303 0,089 3,338 0,001
Relatedness
Autonomy ->
0,123 0,121 0,078 1,572 0,116
Cognitive BE
Autonomy ->
Emotional 0,251 0,252 0,085 2,946 0,003
BE
Autonomy ->
0,157 0,157 0,089 1,756 0,079
Social BE
Competence -
> Cognitive 0,292 0,285 0,085 3,430 0,001
BE
Competence -
> Emotional 0,309 0,300 0,091 3,387 0,001
BE
Competence -
0,278 0,273 0,088 3,177 0,002
> Social BE
Immersion -> 0,225 0,224 0,104 2,162 0,031
82
Autonomy
Immersion ->
0,040 0,051 0,088 0,460 0,645
Competence
Immersion ->
0,222 0,225 0,070 3,189 0,001
Relatedness
Relatedness -
> Cognitive 0,397 0,402 0,077 5,184 0,000
BE
Relatedness -
> Emotional 0,297 0,304 0,078 3,812 0,000
BE
Relatedness -
0,376 0,378 0,089 4,240 0,000
> Social BE
Social ->
0,038 0,036 0,096 0,397 0,692
Autonomy
Social ->
0,234 0,228 0,086 2,723 0,007
Competence
Social ->
0,213 0,210 0,092 2,307 0,021
Relatedness
Confidence Intervals Bias Corrected
Original Sample
Bias 2.5% 97.5%
Sample (O) Mean (M)
Achievement
0,400 0,411 0,010 0,193 0,569
-> Autonomy
Achievement
-> 0,450 0,450 0,000 0,288 0,615
Competence
Achievement
-> 0,296 0,303 0,007 0,109 0,456
Relatedness
Autonomy -> 0,123 0,121 -0,002 -0,037 0,276
83
Cognitive BE
Autonomy ->
Emotional 0,251 0,252 0,001 0,085 0,411
BE
Autonomy ->
0,157 0,157 0,000 -0,020 0,331
Social BE
Competence -
> Cognitive 0,292 0,285 -0,007 0,121 0,452
BE
Competence -
> Emotional 0,309 0,300 -0,009 0,125 0,479
BE
Competence -
0,278 0,273 -0,005 0,105 0,443
> Social BE
Immersion ->
0,225 0,224 -0,001 0,009 0,412
Autonomy
Immersion ->
0,040 0,051 0,010 -0,144 0,191
Competence
Immersion ->
0,222 0,225 0,003 0,086 0,349
Relatedness
Relatedness -
> Cognitive 0,397 0,402 0,005 0,258 0,549
BE
Relatedness -
> Emotional 0,297 0,304 0,007 0,146 0,439
BE
Relatedness -
0,376 0,378 0,002 0,213 0,565
> Social BE
Social ->
0,038 0,036 -0,002 -0,128 0,242
Autonomy
Social -> 0,234 0,228 -0,005 0,064 0,391
84
Competence
Social ->
0,213 0,210 -0,002 0,037 0,402
Relatedness
85
Autonomy ->
Social BE
Competence -
> Cognitive
BE
Competence -
> Emotional
BE
Competence -
> Social BE
Immersion ->
Autonomy
Immersion ->
0,127 0,127 0,046 2,741 0,006
Cognitive BE
Immersion ->
Competence
Immersion ->
Emotional 0,135 0,132 0,050 2,698 0,007
BE
Immersion ->
Relatedness
Immersion ->
0,130 0,130 0,047 2,774 0,006
Social BE
Relatedness -
> Cognitive
BE
Relatedness -
> Emotional
BE
Relatedness -
> Social BE
86
Social ->
Autonomy
Social ->
0,157 0,155 0,059 2,666 0,008
Cognitive BE
Social ->
Competence
Social ->
Emotional 0,145 0,144 0,062 2,325 0,020
BE
Social ->
Relatedness
Social ->
0,151 0,146 0,061 2,484 0,013
Social BE
Confidence Intervals Bias Corrected
Original Sample
Bias 2.5% 97.5%
Sample (O) Mean (M)
Achievement
-> Autonomy
Achievement
-> Cognitive 0,298 0,303 0,005 0,168 0,397
BE
Achievement
->
Competence
Achievement
-> Emotional 0,328 0,336 0,009 0,193 0,427
BE
Achievement
->
Relatedness
Achievement 0,299 0,306 0,007 0,172 0,398
87
-> Social BE
Autonomy ->
Cognitive BE
Autonomy ->
Emotional
BE
Autonomy ->
Social BE
Competence -
> Cognitive
BE
Competence -
> Emotional
BE
Competence -
> Social BE
Immersion ->
Autonomy
Immersion ->
0,127 0,127 0,000 0,037 0,218
Cognitive BE
Immersion ->
Competence
Immersion ->
Emotional 0,135 0,132 -0,003 0,033 0,236
BE
Immersion ->
Relatedness
Immersion ->
0,130 0,130 0,001 0,033 0,215
Social BE
Relatedness -
> Cognitive
88
BE
Relatedness -
> Emotional
BE
Relatedness -
> Social BE
Social ->
Autonomy
Social ->
0,157 0,155 -0,002 0,050 0,284
Cognitive BE
Social ->
Competence
Social ->
Emotional 0,145 0,144 -0,001 0,031 0,280
BE
Social ->
Relatedness
Social ->
0,151 0,146 -0,005 0,047 0,296
Social BE
89