{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,6,27]],"date-time":"2026-06-27T00:11:41Z","timestamp":1782519101834,"version":"3.54.5"},"reference-count":203,"publisher":"Emerald","issue":"1","license":[{"start":{"date-parts":[[2021,2,2]],"date-time":"2021-02-02T00:00:00Z","timestamp":1612224000000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/www.emerald.com\/insight\/site-policies"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["ITP"],"published-print":{"date-parts":[[2022,1,17]]},"abstract":"<jats:sec><jats:title content-type=\"abstract-subheading\">Purpose<\/jats:title><jats:p>This study investigates the use of gamification in promoting the silver generation's adoption of mobile payment technology through the gamified cultural practice of gifting red packets. It considers the effectiveness of using gamification in a cultural context to promote technology acceptance among older adults. This crossover between digital technology and cultural traditions brings unique gaming elements to the adoption of technology.<\/jats:p><\/jats:sec><jats:sec><jats:title content-type=\"abstract-subheading\">Design\/methodology\/approach<\/jats:title><jats:p>Drawing upon technology acceptance Model (TAM) and prospect theory, a research model is evaluated using structural equation modeling. Data were collected via survey from elderly consumers who are current users of WeChat but are yet to use its mobile payment functions.<\/jats:p><\/jats:sec><jats:sec><jats:title content-type=\"abstract-subheading\">Findings<\/jats:title><jats:p>The results reveal the perceived effectiveness of gamification is determined by the perceived enjoyment of the game and contributes to users' attitude development, directly and through its perceived usefulness. Perceived risks were identified as a barrier to converting positive attitude into adoption intention.<\/jats:p><\/jats:sec><jats:sec><jats:title content-type=\"abstract-subheading\">Research limitations\/implications<\/jats:title><jats:p>The findings contribute to the conceptualization and understanding of the effectiveness of gamification in technology adoption, specifically among the silver generation.<\/jats:p><\/jats:sec><jats:sec><jats:title content-type=\"abstract-subheading\">Originality\/value<\/jats:title><jats:p>In contrast with previous gamification studies on gamified experience, this study introduces a new conceptualization of the perceived effectiveness of gamification and its measurement. This study validates game engagement as being effective in encouraging seniors to adopt a technology. In an era of an aging population where digitization is a norm, improving the digital literacy and digital inclusion of elders by encouraging them to adopt technology is essential to developing a more accessible and inclusive social environment.<\/jats:p><\/jats:sec>","DOI":"10.1108\/itp-09-2019-0456","type":"journal-article","created":{"date-parts":[[2021,2,7]],"date-time":"2021-02-07T07:21:36Z","timestamp":1612682496000},"page":"281-315","source":"Crossref","is-referenced-by-count":95,"title":["Gamified money: exploring the effectiveness of gamification in mobile payment adoption among the silver generation in China"],"prefix":"10.1108","volume":"35","author":[{"ORCID":"https:\/\/orcid.org\/0000-0003-3764-4646","authenticated-orcid":false,"given":"Donna","family":"Wong","sequence":"first","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0001-8539-9054","authenticated-orcid":false,"given":"Hongfei","family":"Liu","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Yue","family":"Meng-Lewis","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-2562-5221","authenticated-orcid":false,"given":"Yan","family":"Sun","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0001-7360-572X","authenticated-orcid":false,"given":"Yun","family":"Zhang","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"140","published-online":{"date-parts":[[2021,2,2]]},"reference":[{"key":"key2022011705541233000_ref001","doi-asserted-by":"crossref","first-page":"97","DOI":"10.1016\/j.chb.2016.02.038","article-title":"Understanding consumer intention to participate in online travel community and effects on consumer intention to purchase travel online and WOM: an integration of innovation diffusion theory and TAM with trust","volume":"60","year":"2016","journal-title":"Computers in Human Behavior"},{"issue":"2","key":"key2022011705541233000_ref002","doi-asserted-by":"crossref","first-page":"179","DOI":"10.1016\/0749-5978(91)90020-T","article-title":"The theory of planned behaviour","volume":"50","year":"1991","journal-title":"Organizational Behavior and Human Decision Processes"},{"issue":"2","key":"key2022011705541233000_ref003","doi-asserted-by":"crossref","first-page":"107","DOI":"10.1207\/S15327957PSPR0602_02","article-title":"Residual effects of past on later behavior: habituation and reasoned action perspective","volume":"6","year":"2002","journal-title":"Personality and Social Psychology Review"},{"key":"key2022011705541233000_ref004","volume-title":"Attitudes, Personality, and Behavior","year":"2005"},{"issue":"5","key":"key2022011705541233000_ref005","doi-asserted-by":"crossref","first-page":"888","DOI":"10.1037\/0033-2909.84.5.888","article-title":"Attitude-behavior relations: a theoretical analysis and review of empirical research","volume":"84","year":"1977","journal-title":"Psychological Bulletin"},{"issue":"4","key":"key2022011705541233000_ref006","first-page":"379","article-title":"Mobile banking adoption: application of diffusion of innovation theory","volume":"13","year":"2012","journal-title":"Journal of Electronic Commerce Research"},{"key":"key2022011705541233000_ref007","first-page":"453","article-title":"Investigating gamification for seniors aged 75+","year":"2018"},{"issue":"3","key":"key2022011705541233000_ref008","doi-asserted-by":"crossref","first-page":"257","DOI":"10.1016\/j.infoecopol.2009.12.007","article-title":"Technology adoption and innovation in public services the case of e-government in Italy","volume":"22","year":"2010","journal-title":"Information Economics and Policy"},{"issue":"3","key":"key2022011705541233000_ref009","doi-asserted-by":"crossref","first-page":"359","DOI":"10.1521\/jscp.1986.4.3.359","article-title":"The explanatory and predictive scope of self-efficacy theory","volume":"4","year":"1986","journal-title":"Journal of Social and Clinical Psychology"},{"issue":"1","key":"key2022011705541233000_ref010","doi-asserted-by":"crossref","first-page":"118","DOI":"10.1108\/IntR-10-2015-0295","article-title":"Why so serious? 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