移动钱包游戏化作为促进金融科技的非传统创新:一项fsQCA方法

Gamification of mobile wallet as an unconventional innovation for promoting Fintech: An fsQCA approach

JOURNAL OF BUSINESS RESEARCH · 2022
被引 71
人大 A-ABS 3

中文导读

基于UTAUT2和Octalysis框架,研究哪些动机、期望和条件组合能促使消费者采用游戏化移动钱包,发现努力期望、便利条件和感知价值是关键。

Abstract

Although digitalisation brings important possibilities to banking & finance service, implementing digital technologies in practices can be challenging. Indeed, the adoption of new innovative technology in the banking & finance sector lags behind other business sectors. Many of the valuable banking & finance-related technologies have not been adopted in relation to the strategic implications of decisions in domains such as the development of service innovation and personalization, value co-creation, and marketing strategies. In particular, there is a paucity of research in using gamification to explore ways of customising banking & finance fintech offerings, improving customers’ experience, and developing efficient banking & finance marketing tactics. Drawing on the UTAUT2 and Otcalysis gamification framework, this study develops a research model investigating what configurations of motivations, expectations and conditions can shape consumers’ behavioral intention to adopt a gamified mobile wallet system. Findings suggest that combining effort expectancy, facilitating conditions and perceived value leads to higher intention to use gamified mobile wallet. Accordingly, firms need to consider the three core conditions when design relevant gamifications.

金融科技移动支付游戏化消费者行为银行服务