Utilize este identificador para referenciar este registo:
http://hdl.handle.net/10071/12219
Registo completo
Campo DC | Valor | Idioma |
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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.identifier.issn | 0747-5632 | - |
dc.identifier.uri | http://hdl.handle.net/10071/12219 | - |
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.language.iso | eng | - |
dc.publisher | Pergamon/Elsevier | - |
dc.relation | UID/MULTI/0446/2013 | - |
dc.rights | embargoedAccess | 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.title | Does ease-of-use contributes to the perception of enjoyment? A case of gamification in e-banking | eng |
dc.type | article | - |
dc.pagination | 114 - 126 | - |
dc.publicationstatus | Publicado | por |
dc.peerreviewed | yes | - |
dc.journal | Computers in Human Behavior | - |
dc.distribution | Internacional | por |
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 |
dc.date.updated | 2019-04-26T11:30:52Z | - |
dc.description.version | info:eu-repo/semantics/publishedVersion | - |
dc.identifier.doi | 10.1016/j.chb.2016.03.015 | - |
dc.subject.fos | Domínio/Área Científica::Engenharia e Tecnologia::Outras Engenharias e Tecnologias | por |
dc.subject.fos | Domínio/Área Científica::Ciências Sociais::Psicologia | por |
iscte.identifier.ciencia | https://ciencia.iscte-iul.pt/id/ci-pub-28512 | - |
iscte.alternateIdentifiers.wos | WOS:000377726400012 | - |
iscte.alternateIdentifiers.scopus | 2-s2.0-84960408547 | - |
Aparece nas coleções: | ISTAR-RI - Artigos em revistas científicas internacionais com arbitragem científica |
Ficheiros deste registo:
Ficheiro | Descrição | Tamanho | Formato | |
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gamification_in_ebanking_LFR_AO_and_CJC_2016.pdf Restricted Access | Versão Editora | 1,38 MB | Adobe PDF | Ver/Abrir Request a copy |
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