Does ease-of-use contributes to the perception of enjoyment? A case of gamification in e-banking
| dc.contributor.author | Rodrigues, L. F. | |
| dc.contributor.author | Oliveira, A. | |
| dc.contributor.author | Costa, C. J. | |
| dc.date.accessioned | 2016-12-12T14:52:07Z | |
| dc.date.available | 2016-12-12T14:52:07Z | |
| dc.date.issued | 2016 | |
| dc.date.updated | 2019-04-26T11:30:52Z | |
| dc.description.abstract | 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 | eng |
| dc.description.version | info:eu-repo/semantics/publishedVersion | |
| dc.distribution | Internacional | por |
| dc.identifier.doi | 10.1016/j.chb.2016.03.015 | |
| dc.identifier.issn | 0747-5632 | |
| dc.identifier.uri | http://hdl.handle.net/10071/12219 | |
| dc.journal | Computers in Human Behavior | |
| dc.language.iso | eng | |
| dc.pagination | 114 - 126 | |
| dc.peerreviewed | yes | |
| dc.publicationstatus | Publicado | por |
| dc.publisher | Pergamon/Elsevier | |
| dc.relation | UID/MULTI/0446/2013 | |
| dc.rights | embargoed access | por |
| dc.subject | Online games | eng |
| dc.subject | Gamification | eng |
| dc.subject | Software development | eng |
| dc.subject | Software design | eng |
| dc.subject | Enjoyment | eng |
| dc.subject | Ease-of-use | eng |
| dc.subject.fos | Domínio/Área Científica::Engenharia e Tecnologia::Outras Engenharias e Tecnologias | por |
| dc.subject.fos | Domínio/Área Científica::Ciências Sociais::Psicologia | por |
| dc.title | Does ease-of-use contributes to the perception of enjoyment? A case of gamification in e-banking | eng |
| dc.type | article | |
| dc.volume | 61 | |
| degois.publication.firstPage | 114 | |
| degois.publication.lastPage | 126 | |
| degois.publication.title | Does ease-of-use contributes to the perception of enjoyment? A case of gamification in e-banking | eng |
| dspace.entity.type | Publication | en |
| iscte.alternateIdentifiers.scopus | 2-s2.0-84960408547 | |
| iscte.alternateIdentifiers.wos | WOS:000377726400012 | |
| iscte.identifier.ciencia | https://ciencia.iscte-iul.pt/id/ci-pub-28512 |
