Playing seriously: how gamification and social cues influence bank customers to use gamified e-business applications
Autor(a) principal: | |
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Data de Publicação: | 2016 |
Outros Autores: | , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10071/12277 |
Resumo: | The development of business applications with game features has given rise to a new trend called gamification and challenged e-banking to introduce new game elements, such as mechanics and social cues, to its traditional applications. Yet, there has been a lack of empirical evidence regarding the intention to use, these type of applications and their possible impacts on business. Here, we explore the role of gamification, socialness, and other four well-known variables (ease-of-use, usefulness, enjoyment, and intention to use) in a gamified business application and corresponding business. We proposed and evaluated a model based on the Technology Acceptance Model to better analyze and understand the adoption of gamified business applications. To test this model, we developed a study using a sample of 183 bank customers, and we found that gamification significantly improved the customer's sense of social interaction, which, in turn, strongly influenced the customer's intention to use the applications. We argue that this intention to use could provide a strong benefit to the business, in term of increased customer engagement. This paper presents a new conceptual model to predict behavioral intention in regards to gamification in e-banking, illustrating seven variables that affect the adoption of e-banking by bank customers. Our findings contribute overall to a better understanding of gamification in e-banking (with the extension of Technology Acceptance Model theories, and the new variable gamification), providing important practical implications for software development and marketing practices. |
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Playing seriously: how gamification and social cues influence bank customers to use gamified e-business applicationsE-bankingEnjoymentEase-of-useSocialnessUsefulnessIntention to useE-businessGamificationThe development of business applications with game features has given rise to a new trend called gamification and challenged e-banking to introduce new game elements, such as mechanics and social cues, to its traditional applications. Yet, there has been a lack of empirical evidence regarding the intention to use, these type of applications and their possible impacts on business. Here, we explore the role of gamification, socialness, and other four well-known variables (ease-of-use, usefulness, enjoyment, and intention to use) in a gamified business application and corresponding business. We proposed and evaluated a model based on the Technology Acceptance Model to better analyze and understand the adoption of gamified business applications. To test this model, we developed a study using a sample of 183 bank customers, and we found that gamification significantly improved the customer's sense of social interaction, which, in turn, strongly influenced the customer's intention to use the applications. We argue that this intention to use could provide a strong benefit to the business, in term of increased customer engagement. This paper presents a new conceptual model to predict behavioral intention in regards to gamification in e-banking, illustrating seven variables that affect the adoption of e-banking by bank customers. Our findings contribute overall to a better understanding of gamification in e-banking (with the extension of Technology Acceptance Model theories, and the new variable gamification), providing important practical implications for software development and marketing practices.Pergamon/Elsevier2016-12-15T16:20:46Z2016-01-01T00:00:00Z20162019-04-10T10:11:07Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10071/12277eng0747-563210.1016/j.chb.2016.05.063Rodrigues, L. F.Oliveira, A.Costa, C. J.info:eu-repo/semantics/embargoedAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-09T17:30:58Zoai:repositorio.iscte-iul.pt:10071/12277Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T22:13:55.254714Repositório 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 |
Playing seriously: how gamification and social cues influence bank customers to use gamified e-business applications |
title |
Playing seriously: how gamification and social cues influence bank customers to use gamified e-business applications |
spellingShingle |
Playing seriously: how gamification and social cues influence bank customers to use gamified e-business applications Rodrigues, L. F. E-banking Enjoyment Ease-of-use Socialness Usefulness Intention to use E-business Gamification |
title_short |
Playing seriously: how gamification and social cues influence bank customers to use gamified e-business applications |
title_full |
Playing seriously: how gamification and social cues influence bank customers to use gamified e-business applications |
title_fullStr |
Playing seriously: how gamification and social cues influence bank customers to use gamified e-business applications |
title_full_unstemmed |
Playing seriously: how gamification and social cues influence bank customers to use gamified e-business applications |
title_sort |
Playing seriously: how gamification and social cues influence bank customers to use gamified e-business applications |
author |
Rodrigues, L. F. |
author_facet |
Rodrigues, L. F. Oliveira, A. Costa, C. J. |
author_role |
author |
author2 |
Oliveira, A. Costa, C. J. |
author2_role |
author author |
dc.contributor.author.fl_str_mv |
Rodrigues, L. F. Oliveira, A. Costa, C. J. |
dc.subject.por.fl_str_mv |
E-banking Enjoyment Ease-of-use Socialness Usefulness Intention to use E-business Gamification |
topic |
E-banking Enjoyment Ease-of-use Socialness Usefulness Intention to use E-business Gamification |
description |
The development of business applications with game features has given rise to a new trend called gamification and challenged e-banking to introduce new game elements, such as mechanics and social cues, to its traditional applications. Yet, there has been a lack of empirical evidence regarding the intention to use, these type of applications and their possible impacts on business. Here, we explore the role of gamification, socialness, and other four well-known variables (ease-of-use, usefulness, enjoyment, and intention to use) in a gamified business application and corresponding business. We proposed and evaluated a model based on the Technology Acceptance Model to better analyze and understand the adoption of gamified business applications. To test this model, we developed a study using a sample of 183 bank customers, and we found that gamification significantly improved the customer's sense of social interaction, which, in turn, strongly influenced the customer's intention to use the applications. We argue that this intention to use could provide a strong benefit to the business, in term of increased customer engagement. This paper presents a new conceptual model to predict behavioral intention in regards to gamification in e-banking, illustrating seven variables that affect the adoption of e-banking by bank customers. Our findings contribute overall to a better understanding of gamification in e-banking (with the extension of Technology Acceptance Model theories, and the new variable gamification), providing important practical implications for software development and marketing practices. |
publishDate |
2016 |
dc.date.none.fl_str_mv |
2016-12-15T16:20:46Z 2016-01-01T00:00:00Z 2016 2019-04-10T10:11:07Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10071/12277 |
url |
http://hdl.handle.net/10071/12277 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
0747-5632 10.1016/j.chb.2016.05.063 |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/embargoedAccess |
eu_rights_str_mv |
embargoedAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Pergamon/Elsevier |
publisher.none.fl_str_mv |
Pergamon/Elsevier |
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reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
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Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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RCAAP |
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RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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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 |
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1799134695706853376 |