Impact of gamification in activewear marketing on purchasing intention among Gen-Z in Malaysia

This study investigates the impact of gamification in activewear marketing on purchasing intention among Generation Z consumers in Malaysia using the Technology Acceptance Model (TAM) as the theoretical foundation. The model was extended with Perceived Social Influence (PSI) and Perceived Enjoyment...

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Main Authors: Tan, Xiao Wen, Yeak, Hui Ying
Format: Final Year Project / Dissertation / Thesis
Published: 2025
Subjects:
Online Access:http://eprints.utar.edu.my/7120/1/23ABB00700_TAN_XIAO_WEN.pdf
http://eprints.utar.edu.my/7120/
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_version_ 1854094478347862016
author Tan, Xiao Wen
Yeak, Hui Ying
author_facet Tan, Xiao Wen
Yeak, Hui Ying
author_sort Tan, Xiao Wen
building UTAR Library
collection Institutional Repository
content_provider Universiti Tunku Abdul Rahman
content_source UTAR Institutional Repository
continent Asia
country Malaysia
description This study investigates the impact of gamification in activewear marketing on purchasing intention among Generation Z consumers in Malaysia using the Technology Acceptance Model (TAM) as the theoretical foundation. The model was extended with Perceived Social Influence (PSI) and Perceived Enjoyment (PE) to account for the social dynamics of gamified marketing. The framework includes Perceived Usefulness (PU), Perceived Ease of Use (PEoU), PE, and PSI as independent variables, Attitude (ATT) as the mediating variable, and Purchase Intention (PUI) as the dependent variable. A quantitative approach was adopted, with data collected from 384 Malaysian Gen Z respondents who had prior exposure to gamified marketing campaigns in the activewear industry. Partial Least Squares Structural Equation Modelling (PLSSEM) was used to analyze the data and evaluate the proposed relationships. The findings demonstrate that PU, PEoU, PE, and PSI significantly influence ATT, which in turn positively affects PUI. The mediating effect of ATT was also confirmed, highlighting the importance of gamification in shaping attitudes and driving purchase intentions. These results provide both theoretical contributions and practical insights for marketers and activewear brands seeking to engage Gen Z consumers more effectively. Keywords: Gamification; Perceived Usefulness (PU); Perceived Ease of Use (PEoU); Perceived Enjoyment (PE); Perceived Social Influence (PSI); Attitude (ATT); Purchase Intention (PUI); Generation Z; Activewear Marketing; Technology Acceptance Model (TAM) Subject Area: HF5410-5417.5 Marketing. Distribution of products
format Final Year Project / Dissertation / Thesis
id my-utar-eprints.7120
institution Universiti Tunku Abdul Rahman
publishDate 2025
record_format eprints
spelling my-utar-eprints.71202025-12-31T10:48:43Z Impact of gamification in activewear marketing on purchasing intention among Gen-Z in Malaysia Tan, Xiao Wen Yeak, Hui Ying H Social Sciences (General) HT Communities. Classes. Races This study investigates the impact of gamification in activewear marketing on purchasing intention among Generation Z consumers in Malaysia using the Technology Acceptance Model (TAM) as the theoretical foundation. The model was extended with Perceived Social Influence (PSI) and Perceived Enjoyment (PE) to account for the social dynamics of gamified marketing. The framework includes Perceived Usefulness (PU), Perceived Ease of Use (PEoU), PE, and PSI as independent variables, Attitude (ATT) as the mediating variable, and Purchase Intention (PUI) as the dependent variable. A quantitative approach was adopted, with data collected from 384 Malaysian Gen Z respondents who had prior exposure to gamified marketing campaigns in the activewear industry. Partial Least Squares Structural Equation Modelling (PLSSEM) was used to analyze the data and evaluate the proposed relationships. The findings demonstrate that PU, PEoU, PE, and PSI significantly influence ATT, which in turn positively affects PUI. The mediating effect of ATT was also confirmed, highlighting the importance of gamification in shaping attitudes and driving purchase intentions. These results provide both theoretical contributions and practical insights for marketers and activewear brands seeking to engage Gen Z consumers more effectively. Keywords: Gamification; Perceived Usefulness (PU); Perceived Ease of Use (PEoU); Perceived Enjoyment (PE); Perceived Social Influence (PSI); Attitude (ATT); Purchase Intention (PUI); Generation Z; Activewear Marketing; Technology Acceptance Model (TAM) Subject Area: HF5410-5417.5 Marketing. Distribution of products 2025-06 Final Year Project / Dissertation / Thesis NonPeerReviewed application/pdf http://eprints.utar.edu.my/7120/1/23ABB00700_TAN_XIAO_WEN.pdf Tan, Xiao Wen and Yeak, Hui Ying (2025) Impact of gamification in activewear marketing on purchasing intention among Gen-Z in Malaysia. Final Year Project, UTAR. http://eprints.utar.edu.my/7120/
spellingShingle H Social Sciences (General)
HT Communities. Classes. Races
Tan, Xiao Wen
Yeak, Hui Ying
Impact of gamification in activewear marketing on purchasing intention among Gen-Z in Malaysia
title Impact of gamification in activewear marketing on purchasing intention among Gen-Z in Malaysia
title_full Impact of gamification in activewear marketing on purchasing intention among Gen-Z in Malaysia
title_fullStr Impact of gamification in activewear marketing on purchasing intention among Gen-Z in Malaysia
title_full_unstemmed Impact of gamification in activewear marketing on purchasing intention among Gen-Z in Malaysia
title_short Impact of gamification in activewear marketing on purchasing intention among Gen-Z in Malaysia
title_sort impact of gamification in activewear marketing on purchasing intention among gen-z in malaysia
topic H Social Sciences (General)
HT Communities. Classes. Races
url http://eprints.utar.edu.my/7120/1/23ABB00700_TAN_XIAO_WEN.pdf
http://eprints.utar.edu.my/7120/
url_provider http://eprints.utar.edu.my