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http://hdl.handle.net/10071/12219
acessibilidade
Title: Does ease-of-use contributes to the perception of enjoyment? A case of gamification in e-banking
Authors: Rodrigues, L. F.
Oliveira, A.
Costa, C. J.
Keywords: Online games
Gamification
Software development
Software design
Enjoyment
Ease-of-use
Issue Date: 2016
Publisher: Pergamon/Elsevier
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
Peer reviewed: yes
URI: http://hdl.handle.net/10071/12219
DOI: 10.1016/j.chb.2016.03.015
ISSN: 0747-5632
Ciência-IUL: https://ciencia.iscte-iul.pt/id/ci-pub-28512
Accession number: WOS:000377726400012
Appears in Collections:ISTAR-RI - Artigos em revistas científicas internacionais com arbitragem científica

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