Playing seriously: how gamification and social cues influence bank customers to use gamified e-business applications

Detalhes bibliográficos
Autor(a) principal: Rodrigues, L. F.
Data de Publicação: 2016
Outros Autores: Oliveira, A., Costa, C. J.
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.
id RCAP_c59870c51678264395c38ada11352965
oai_identifier_str oai:repositorio.iscte-iul.pt:10071/12277
network_acronym_str RCAP
network_name_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository_id_str 7160
spelling 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
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
_version_ 1799134695706853376