Utilize este identificador para referenciar este registo: http://hdl.handle.net/10071/12219
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dc.contributor.authorRodrigues, L. F.-
dc.contributor.authorOliveira, A.-
dc.contributor.authorCosta, C. J.-
dc.date.accessioned2016-12-12T14:52:07Z-
dc.date.available2016-12-12T14:52:07Z-
dc.date.issued2016-
dc.identifier.issn0747-5632-
dc.identifier.urihttp://hdl.handle.net/10071/12219-
dc.description.abstractThe 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-bankingeng
dc.language.isoeng-
dc.publisherPergamon/Elsevier-
dc.relationUID/MULTI/0446/2013-
dc.rightsembargoedAccesspor
dc.subjectOnline gameseng
dc.subjectGamificationeng
dc.subjectSoftware developmenteng
dc.subjectSoftware designeng
dc.subjectEnjoymenteng
dc.subjectEase-of-useeng
dc.titleDoes ease-of-use contributes to the perception of enjoyment? A case of gamification in e-bankingeng
dc.typearticle-
dc.pagination114 - 126-
dc.publicationstatusPublicadopor
dc.peerreviewedyes-
dc.journalComputers in Human Behavior-
dc.distributionInternacionalpor
dc.volume61-
degois.publication.firstPage114-
degois.publication.lastPage126-
degois.publication.titleDoes ease-of-use contributes to the perception of enjoyment? A case of gamification in e-bankingeng
dc.date.updated2019-04-26T11:30:52Z-
dc.description.versioninfo:eu-repo/semantics/publishedVersion-
dc.identifier.doi10.1016/j.chb.2016.03.015-
dc.subject.fosDomínio/Área Científica::Engenharia e Tecnologia::Outras Engenharias e Tecnologiaspor
dc.subject.fosDomínio/Área Científica::Ciências Sociais::Psicologiapor
iscte.identifier.cienciahttps://ciencia.iscte-iul.pt/id/ci-pub-28512-
iscte.alternateIdentifiers.wosWOS:000377726400012-
iscte.alternateIdentifiers.scopus2-s2.0-84960408547-
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