作者
Luís Filipe Rodrigues, Carlos J Costa, Abilio Oliveira
发表日期
2013/7/11
图书
Proceedings of the 2013 international conference on information systems and design of communication
页码范围
47-55
简介
The 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 …
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LF Rodrigues, CJ Costa, A Oliveira - Proceedings of the 2013 international conference on …, 2013