Does ease-of-use contributes to the perception of enjoyment? A case of gamification in e-banking
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/10071/12219 |
Resumo: | 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 |
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Does ease-of-use contributes to the perception of enjoyment? A case of gamification in e-bankingOnline gamesGamificationSoftware developmentSoftware designEnjoymentEase-of-useThe 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-bankingPergamon/Elsevier2016-12-12T14:52:07Z2016-01-01T00:00:00Z20162019-04-26T11:30:52Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10071/12219eng0747-563210.1016/j.chb.2016.03.015Rodrigues, 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:RCAAP2023-11-09T17:29:30Zoai:repositorio.iscte-iul.pt:10071/12219Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T22:13:11.559047Repositório 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 |
Does ease-of-use contributes to the perception of enjoyment? A case of gamification in e-banking |
title |
Does ease-of-use contributes to the perception of enjoyment? A case of gamification in e-banking |
spellingShingle |
Does ease-of-use contributes to the perception of enjoyment? A case of gamification in e-banking Rodrigues, L. F. Online games Gamification Software development Software design Enjoyment Ease-of-use |
title_short |
Does ease-of-use contributes to the perception of enjoyment? A case of gamification in e-banking |
title_full |
Does ease-of-use contributes to the perception of enjoyment? A case of gamification in e-banking |
title_fullStr |
Does ease-of-use contributes to the perception of enjoyment? A case of gamification in e-banking |
title_full_unstemmed |
Does ease-of-use contributes to the perception of enjoyment? A case of gamification in e-banking |
title_sort |
Does ease-of-use contributes to the perception of enjoyment? A case of gamification in e-banking |
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 |
Online games Gamification Software development Software design Enjoyment Ease-of-use |
topic |
Online games Gamification Software development Software design Enjoyment Ease-of-use |
description |
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 |
publishDate |
2016 |
dc.date.none.fl_str_mv |
2016-12-12T14:52:07Z 2016-01-01T00:00:00Z 2016 2019-04-26T11:30:52Z |
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/10071/12219 |
url |
http://hdl.handle.net/10071/12219 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
0747-5632 10.1016/j.chb.2016.03.015 |
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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 |
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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 |
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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 |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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