Ciência_Iscte
Publications
Publication Detailed Description
Journal Title
Computers in Human Behavior
Year (definitive publication)
2016
Language
English
Country
United Kingdom
More Information
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Abstract
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
Acknowledgements
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Keywords
Online games,Gamification,Software development,Software design,Enjoyment,Ease-of-use
Fields of Science and Technology Classification
- Computer and Information Sciences - Natural Sciences
- Other Engineering and Technology Sciences - Engineering and Technology
- Electrical Engineering, Electronic Engineering, Information Engineering - Engineering and Technology
- Psychology - Social Sciences
Funding Records
| Funding Reference | Funding Entity |
|---|---|
| UID/MULTI/0446/2013 | Fundação para a Ciência e a Tecnologia |
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