Does ease-of-use contributes to the perception of enjoyment? A case of gamification in e-banking

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/10071/12219
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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spelling 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
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url http://hdl.handle.net/10071/12219
dc.language.iso.fl_str_mv eng
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dc.relation.none.fl_str_mv 0747-5632
10.1016/j.chb.2016.03.015
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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
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