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The adoption of gamification in e-banking

Published: 11 July 2013 Publication History

Abstract

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 that the customers have accepted and used the Gamified application to manage their investments and bought more mutual funds thus increasing the chance to win the game.

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Cited By

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  • (2022)Exploring the Possibilities of Artificial Intelligence and Big Data Techniques to Enhance Gamified Financial ServicesNext-Generation Applications and Implementations of Gamification Systems10.4018/978-1-7998-8089-9.ch010(187-204)Online publication date: 2022
  • (2021)RETRACTED ARTICLE: A framework for adopting gamified learning systems in smart schools during COVID-19Applied Nanoscience10.1007/s13204-021-01909-113:2(1135-1153)Online publication date: 16-Jun-2021
  • (2021)Smartphone banking usage in Nigeria: Gamification, technology acceptance and cultural factors empirical perspectivesTHE ELECTRONIC JOURNAL OF INFORMATION SYSTEMS IN DEVELOPING COUNTRIES10.1002/isd2.1217487:4Online publication date: 19-Feb-2021
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    ISDOC '13: Proceedings of the 2013 International Conference on Information Systems and Design of Communication
    July 2013
    149 pages
    ISBN:9781450322997
    DOI:10.1145/2503859
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 11 July 2013

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    Author Tags

    1. TAM
    2. TRA
    3. e-banking
    4. gamification
    5. serious games
    6. structural equation modelling

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    View all
    • (2022)Exploring the Possibilities of Artificial Intelligence and Big Data Techniques to Enhance Gamified Financial ServicesNext-Generation Applications and Implementations of Gamification Systems10.4018/978-1-7998-8089-9.ch010(187-204)Online publication date: 2022
    • (2021)RETRACTED ARTICLE: A framework for adopting gamified learning systems in smart schools during COVID-19Applied Nanoscience10.1007/s13204-021-01909-113:2(1135-1153)Online publication date: 16-Jun-2021
    • (2021)Smartphone banking usage in Nigeria: Gamification, technology acceptance and cultural factors empirical perspectivesTHE ELECTRONIC JOURNAL OF INFORMATION SYSTEMS IN DEVELOPING COUNTRIES10.1002/isd2.1217487:4Online publication date: 19-Feb-2021
    • (2020)User-Centered GamificationInternational Journal of E-Services and Mobile Applications10.4018/IJESMA.202004010212:2(15-39)Online publication date: 1-Apr-2020
    • (2019)Gamification in Mutual Fund Knowledge-Based Systems2019 17th International Conference on ICT and Knowledge Engineering (ICT&KE)10.1109/ICTKE47035.2019.8966890(1-7)Online publication date: Nov-2019
    • (2018)Eliciting preferences for ‘gamified’ travel surveys: a best-worst approachTransportation Research Procedia10.1016/j.trpro.2018.10.03932(211-223)Online publication date: 2018
    • (2017)Semantic annotation in historical documents2017 12th Iberian Conference on Information Systems and Technologies (CISTI)10.23919/CISTI.2017.7975968(1-7)Online publication date: Jun-2017
    • (2017)Gamification to support programming learning2017 12th Iberian Conference on Information Systems and Technologies (CISTI)10.23919/CISTI.2017.7975788(1-6)Online publication date: Jun-2017
    • (2017)Gamification: Conceptual framework to online courses of learning computer programming2017 12th Iberian Conference on Information Systems and Technologies (CISTI)10.23919/CISTI.2017.7975695(1-7)Online publication date: Jun-2017
    • (2017)Gamification usage ecologyProceedings of the 35th ACM International Conference on the Design of Communication10.1145/3121113.3121205(1-9)Online publication date: 11-Aug-2017
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