MRAPPT
MRAPPT
Rationale 2.
understand what keeps them engaged.
Effectiveness of Gamification – Features like rewards
of the and cashback attract users, but it’s unclear if they keep
people interested over time.
Qualitative Research:
• Instrument: Semi-structured interviews
• Purpose: To gather in-depth qualitative
insights into Gen Z participants'
experiences with mobile payment apps
and their views on gamification.
• Participants: 5 Gen Z participants
• Participant Selection: Participants
were selected to represent different age
groups within Gen Z, with a focus on the
18-21 and 22-24 age brackets.
Research
Methodology
Quantitative Research:
• Factor Analysis:
Purpose: To explore the underlying dimensions influencing the
Research usage of mobile payment apps and perceptions among Gen Z
users.
• Chi-Square Tests:
Purpose: To analyze the relationship between categorical
variables.
Pearson Chi-Square Test: Used to assess the independence of
two categorical variables, specifically the relationship between
perceived ease of use and app preference for day-to-day
transactions.
Research
Methodology
1. Nature of Data: Secondary
& Primary data
• Secondary Data: Research
Papers.
• Primary Data: Questionnaire
using a sample size of 100+
respondents, Interviews with 5
Gen Z participants .