Playing seriously – How gamification and social cues influence bank customers to use gamified e-business applications.

The development of business applications with game features has given rise to a new trend called gamification and challenged e-banking to introduce new game elements, such as mechanics and social cues, to its traditional applications. Yet, there has been a lack of empirical evidence regarding the in...

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Publicado en:Computers in Human Behavior Vol. 63; pp. 392 - 408
Autores principales: Rodrigues, Luís Filipe, Oliveira, Abílio, Costa, Carlos J.
Formato: Artículo
Publicado: Elsevier B.V. Oct2016
Materias:
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Oct2016
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      pub: Elsevier B.V.
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        10.1016/j.chb.2016.05.063
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        atl: Playing seriously – How gamification and social cues influence bank customers to use gamified e-business applications.
      aug:
        au:
          Rodrigues, Luís Filipe
          Oliveira, Abílio
          Costa, Carlos J.
        affil: Instituto Universitário de Lisboa, (ISCTE-IUL), ISTAR-IUL, Lisboa, Portugal
      su:
        Banking industry
        Consumers
        World Wide Web
        Application software
        Intention
        Mathematical models
        Theory
        Evaluation research
        Prompts (Psychology)
      sug:
        subj:
          Banking industry
          Consumers
          World Wide Web
          Custom Computer Programming Services
          Software publishers (except video game publishers)
          Software Publishers
          Savings Institutions
          Personal and commercial banking industry
          Commercial Banking
          Other Depository Credit Intermediation
          Internet Publishing and Broadcasting and Web Search Portals
          Application software
          Intention
          Mathematical models
          Theory
          Evaluation research
          Prompts (Psychology)
      keyword:
        E-banking
        E-business
        Ease-of-use
        Enjoyment
        Gamification
        Intention to use
        Socialness
        Usefulness
        E-banking
        E-business
        Ease-of-use
        Enjoyment
        Gamification
        Intention to use
        Socialness
        Usefulness
      ab: The development of business applications with game features has given rise to a new trend called gamification and challenged e-banking to introduce new game elements, such as mechanics and social cues, to its traditional applications. Yet, there has been a lack of empirical evidence regarding the intention to use, these type of applications and their possible impacts on business. Here, we explore the role of gamification, socialness, and other four well-known variables (ease-of-use, usefulness, enjoyment, and intention to use) in a gamified business application and corresponding business. We proposed and evaluated a model based on the Technology Acceptance Model to better analyze and understand the adoption of gamified business applications. To test this model, we developed a study using a sample of 183 bank customers, and we found that gamification significantly improved the customer’s sense of social interaction, which, in turn, strongly influenced the customer’s intention to use the applications. We argue that this intention to use could provide a strong benefit to the business, in term of increased customer engagement. This paper presents a new conceptual model to predict behavioral intention in regards to gamification in e-banking, illustrating seven variables that affect the adoption of e-banking by bank customers. Our findings contribute overall to a better understanding of gamification in e-banking (with the extension of Technology Acceptance Model theories, and the new variable gamification), providing important practical implications for software development and marketing practices.
      pubtype: Academic Journal
      doctype: Article
      src: R
    language: English
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