The adoption of gamification in e-banking

dc.contributor.authorRodrigues, L. F.
dc.contributor.authorCosta, C. J.
dc.contributor.authorOliveira, A.
dc.contributor.editorCosta, C. J., and Aparicio, M.
dc.date.accessioned2023-09-04T09:47:46Z
dc.date.available2023-09-04T09:47:46Z
dc.date.issued2013
dc.date.updated2023-07-26T11:35:01Z
dc.description.abstractThe development of multiple web applications with features of video games gave way to a new trend called Gamification. However, there isn't a clear explanation that allows the connection of the elements of the game applications with non-game features, mainly in traditional highly regulated financial sector. The aim of this study is to investigate the acceptance of a business application Gamified in e-banking. Based on the Technology Acceptance Model (TAM), the results from an online survey of 183 customers show that the Gamified application had a positive impact on the acceptance of this new concept in e-banking. Our findings show that perceived ease-of-use have a strong positive influence on costumers intentions and on the perceived usefulness. Further analysis and model modification show that perceived usefulness and enjoyment have positive influence on perceived ease-of-use. The results also show that the customers have accepted and used the Gamified application to manage their investments and bought more mutual funds thus increasing the chance to win the game.eng
dc.description.versioninfo:eu-repo/semantics/acceptedVersion
dc.event.date2013
dc.event.locationLisboaeng
dc.event.title2013 International Conference on Information Systems and Design of Communication, ISDOC 2013
dc.event.typeConferênciapt
dc.identifier.citationRodrigues, L. F., Costa, C. J., & Oliveira, A. (2013). The adoption of gamification in e-banking. In C. J. Costa, & M. Aparicio (Eds.), ISDOC '13: Proceedings of the 2013 International Conference on Information Systems and Design of Communication (pp. 47-55). Association for Computing Machinery. https://doi.org/10.1145/2503859.2503867
dc.identifier.doi10.1145/2503859.2503867
dc.identifier.isbn978-1-4503-2299-7
dc.identifier.urihttp://hdl.handle.net/10071/29237
dc.language.isoeng
dc.pagination47 - 55
dc.peerreviewedyes
dc.publisherAssociation for Computing Machinery
dc.relation.ispartofISDOC '13: Proceedings of the 2013 International Conference on Information Systems and Design of Communication
dc.rightsopen access
dc.subjecte-bankingeng
dc.subjectGamificationeng
dc.subjectSerious gameseng
dc.subjectStructural Equation Modellingeng
dc.subjectTAMeng
dc.subjectTRAeng
dc.subject.fosDomínio/Área Científica::Ciências Naturais::Ciências da Computação e da Informaçãopor
dc.titleThe adoption of gamification in e-bankingeng
dc.typeconferenceObject
dspace.entity.typePublicationen
iscte.alternateIdentifiers.scopus2-s2.0-84883731739
iscte.identifier.cienciahttps://ciencia.iscte-iul.pt/id/ci-pub-11888
iscte.subject.odsIndústria, inovação e infraestruturaspor

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