Playing seriously – How gamification and social cues influence bank customers to use gamified e-business applications
作者:
Highlights:
• Findings suggest that gamification has a major influence in socialness.
• Socialness has a strong influence in customers’ intention to use.
• The intention to use gamified applications has a positive influence on business.
• Game’s characteristics helps business to be more attractive and ease to use.
• Game design leads customers to adopt e-banking and perform transactions.
摘要
•Findings suggest that gamification has a major influence in socialness.•Socialness has a strong influence in customers’ intention to use.•The intention to use gamified applications has a positive influence on business.•Game’s characteristics helps business to be more attractive and ease to use.•Game design leads customers to adopt e-banking and perform transactions.
论文关键词:E-banking,Gamification,Ease-of-use,Usefulness,Socialness,Enjoyment,Intention to use,E-business
论文评审过程:Received 29 December 2015, Revised 21 May 2016, Accepted 23 May 2016, Available online 30 May 2016, Version of Record 30 May 2016.
论文官网地址:https://doi.org/10.1016/j.chb.2016.05.063