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A publicação pode ser exportada nos seguintes formatos: referência da APA (American Psychological Association), referência do IEEE (Institute of Electrical and Electronics Engineers), BibTeX e RIS.

Exportar Referência (APA)
Rodrigues, L. F., Oliveira, A. & Costa, C. J. (2016). Does ease-of-use contributes to the perception of enjoyment? A case of gamification in e-banking. Computers in Human Behavior. 61, 114-126
Exportar Referência (IEEE)
L. F. Rodrigues et al.,  "Does ease-of-use contributes to the perception of enjoyment? A case of gamification in e-banking", in Computers in Human Behavior, vol. 61, pp. 114-126, 2016
Exportar BibTeX
@article{rodrigues2016_1715207066068,
	author = "Rodrigues, L. F. and Oliveira, A. and Costa, C. J.",
	title = "Does ease-of-use contributes to the perception of enjoyment? A case of gamification in e-banking",
	journal = "Computers in Human Behavior",
	year = "2016",
	volume = "61",
	number = "",
	doi = "10.1016/j.chb.2016.03.015",
	pages = "114-126",
	url = "http://www.sciencedirect.com/science/article/pii/S0747563216301765"
}
Exportar RIS
TY  - JOUR
TI  - Does ease-of-use contributes to the perception of enjoyment? A case of gamification in e-banking
T2  - Computers in Human Behavior
VL  - 61
AU  - Rodrigues, L. F.
AU  - Oliveira, A.
AU  - Costa, C. J.
PY  - 2016
SP  - 114-126
SN  - 0747-5632
DO  - 10.1016/j.chb.2016.03.015
UR  - http://www.sciencedirect.com/science/article/pii/S0747563216301765
AB  - The success of online games encouraged the development of gamification software in e-banking. Beside the growing trend of gamification, it is important understand how bank customers face the gamified applications, particularly as enjoyment and ease-of-use. To assess the determinants that influence the adoption of gamification in e-banking, we developed a research to propose a conceptual model that illustrates the adoption of gamified business applications by bank customers, in e-banking context. We conducted two quantitative studies (A and B) to understand how bank customers represent a gamified business software and its changes (or improvements) over time. Study A was performed in 2012 (N = 183), and study B in 2015 (N = 219). Online bank customers were invited to rate the importance of variables related to: socialness, ease-of-use, usefulness, enjoyment and intention to use e-banking systems with game features and social cues. The results show that ease-of-use and enjoyment are interrelated, and both have influence in e-banking usage. This study present theoretical ground of the conceptual model, and discuss two empirical studies, aiming to analyse the ease-of-use and enjoyment influence on bank customers. These findings will contribute directly to explain of adoption hedonic business software in e-banking
ER  -