How gamification can influence the webdesign and the customer to use the e-banking systems

Detalhes bibliográficos
Autor(a) principal: Rodrigues, L.
Data de Publicação: 2014
Outros Autores: Costa, C., Oliveira, A.
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10071/25849
Resumo: The gamification is growing in e-business and the banks are looking for new ways to get more customers on their websites. Therefore, it is important to study what are the most appreciated features of the website that could influence the behaviour of the customer to use an electronic banking system with game features. The gamified e-banking suggests that rich elements/features associated with the games could influence other variables and therefore increasing the client loyalty, to spend more time and increasing the transactions on the website. The aim of this study is to look into the influence of gamification in the e-banking system. Based on the research of 180 publications and 210 variables that could influence the intention to use a certain technology this study develops a theoretical model representing the gamification influence on ease of use, information, web pages characteristics, web design and on the intention to use an e-banking with game features. The results from an online survey of 219 e-banking customers show that the gamification had a positive impact on all variables; special has a medium positive influence in web design and information and a large positive influence on customer intentions to use. Further analysis shows that the website ease of use plays has also a medium positive influence on the intention to use an e-banking gamified. Our findings also show that the clients give more importance to an attractive graphical and architecture website design, and less to web pages with so much information or having pleasure in using an e-banking system.
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spelling How gamification can influence the webdesign and the customer to use the e-banking systemsE-bankingGamificationWeb designGamesStructural equation modellingLoyaltyTAMThe gamification is growing in e-business and the banks are looking for new ways to get more customers on their websites. Therefore, it is important to study what are the most appreciated features of the website that could influence the behaviour of the customer to use an electronic banking system with game features. The gamified e-banking suggests that rich elements/features associated with the games could influence other variables and therefore increasing the client loyalty, to spend more time and increasing the transactions on the website. The aim of this study is to look into the influence of gamification in the e-banking system. Based on the research of 180 publications and 210 variables that could influence the intention to use a certain technology this study develops a theoretical model representing the gamification influence on ease of use, information, web pages characteristics, web design and on the intention to use an e-banking with game features. The results from an online survey of 219 e-banking customers show that the gamification had a positive impact on all variables; special has a medium positive influence in web design and information and a large positive influence on customer intentions to use. Further analysis shows that the website ease of use plays has also a medium positive influence on the intention to use an e-banking gamified. Our findings also show that the clients give more importance to an attractive graphical and architecture website design, and less to web pages with so much information or having pleasure in using an e-banking system.ACM2022-07-15T15:07:24Z2014-01-01T00:00:00Z20142022-07-06T12:58:37Zconference objectinfo:eu-repo/semantics/publishedVersionapplication/pdfhttp://hdl.handle.net/10071/25849eng978-1-4503-2713-810.1145/2618168.2618174Rodrigues, L.Costa, C.Oliveira, A.info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-07-07T02:55:38Zoai:repositorio.iscte-iul.pt:10071/25849Portal AgregadorONGhttps://www.rcaap.pt/oai/openairemluisa.alvim@gmail.comopendoar:71602024-07-07T02:55:38Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv How gamification can influence the webdesign and the customer to use the e-banking systems
title How gamification can influence the webdesign and the customer to use the e-banking systems
spellingShingle How gamification can influence the webdesign and the customer to use the e-banking systems
Rodrigues, L.
E-banking
Gamification
Web design
Games
Structural equation modelling
Loyalty
TAM
title_short How gamification can influence the webdesign and the customer to use the e-banking systems
title_full How gamification can influence the webdesign and the customer to use the e-banking systems
title_fullStr How gamification can influence the webdesign and the customer to use the e-banking systems
title_full_unstemmed How gamification can influence the webdesign and the customer to use the e-banking systems
title_sort How gamification can influence the webdesign and the customer to use the e-banking systems
author Rodrigues, L.
author_facet Rodrigues, L.
Costa, C.
Oliveira, A.
author_role author
author2 Costa, C.
Oliveira, A.
author2_role author
author
dc.contributor.author.fl_str_mv Rodrigues, L.
Costa, C.
Oliveira, A.
dc.subject.por.fl_str_mv E-banking
Gamification
Web design
Games
Structural equation modelling
Loyalty
TAM
topic E-banking
Gamification
Web design
Games
Structural equation modelling
Loyalty
TAM
description The gamification is growing in e-business and the banks are looking for new ways to get more customers on their websites. Therefore, it is important to study what are the most appreciated features of the website that could influence the behaviour of the customer to use an electronic banking system with game features. The gamified e-banking suggests that rich elements/features associated with the games could influence other variables and therefore increasing the client loyalty, to spend more time and increasing the transactions on the website. The aim of this study is to look into the influence of gamification in the e-banking system. Based on the research of 180 publications and 210 variables that could influence the intention to use a certain technology this study develops a theoretical model representing the gamification influence on ease of use, information, web pages characteristics, web design and on the intention to use an e-banking with game features. The results from an online survey of 219 e-banking customers show that the gamification had a positive impact on all variables; special has a medium positive influence in web design and information and a large positive influence on customer intentions to use. Further analysis shows that the website ease of use plays has also a medium positive influence on the intention to use an e-banking gamified. Our findings also show that the clients give more importance to an attractive graphical and architecture website design, and less to web pages with so much information or having pleasure in using an e-banking system.
publishDate 2014
dc.date.none.fl_str_mv 2014-01-01T00:00:00Z
2014
2022-07-15T15:07:24Z
2022-07-06T12:58:37Z
dc.type.driver.fl_str_mv conference object
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/10071/25849
url http://hdl.handle.net/10071/25849
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv 978-1-4503-2713-8
10.1145/2618168.2618174
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv ACM
publisher.none.fl_str_mv ACM
dc.source.none.fl_str_mv reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron:RCAAP
instname_str Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron_str RCAAP
institution RCAAP
reponame_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
collection Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository.name.fl_str_mv Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
repository.mail.fl_str_mv mluisa.alvim@gmail.com
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