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How gamification can influence the web design and the customer to use the e-banking systems

Published: 16 May 2014 Publication History

Abstract

The gamification is growing in e-business and the banks are looking for new ways to get more customers on their websites. Therefore, it is important to study what are the most appreciated features of the website that could influence the behaviour of the customer to use an electronic banking system with game features. The gamified e-banking suggests that rich elements/features associated with the games could influence other variables and therefore increasing the client loyalty, to spend more time and increasing the transactions on the website. The aim of this study is to look into the influence of gamification in the e-banking system. Based on the research of 180 publications and 210 variables that could influence the intention to use a certain technology this study develops a theoretical model representing the gamification influence on ease of use, information, web pages characteristics, web design and on the intention to use an e-banking with game features. The results from an online survey of 219 e-banking customers show that the gamification had a positive impact on all variables; special has a medium positive influence in web design and information and a large positive influence on customer intentions to use. Further analysis shows that the website ease of use plays has also a medium positive influence on the intention to use an e-banking gamified. Our findings also show that the clients give more importance to an attractive graphical and architecture website design, and less to web pages with so much information or having pleasure in using an e-banking system.

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cover image ACM Other conferences
ISDOC '14: Proceedings of the International Conference on Information Systems and Design of Communication
May 2014
192 pages
ISBN:9781450327138
DOI:10.1145/2618168
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: 16 May 2014

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Author Tags

  1. TAM
  2. e-banking
  3. games
  4. gamification
  5. loyalty
  6. structural equation modelling
  7. web design

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ISDOC 2014
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  • ADETTI-IUL
  • EuroSIGDOC

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ISDOC '14 Paper Acceptance Rate 31 of 63 submissions, 49%;
Overall Acceptance Rate 31 of 63 submissions, 49%

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  • (2024)The impact and importance of serious games in maritime education: an empirical applicationMaritime Policy & Management10.1080/03088839.2024.2442603(1-20)Online publication date: 17-Dec-2024
  • (2024)An Extended Expectation-Confirmation Model and Post-Adoption Behaviour of Augmented-Reality Game PlayersBusiness in Uncertainty10.1007/978-3-031-65587-6_6(115-137)Online publication date: 24-Sep-2024
  • (2023)A influência da gamificação no desempenho organizacional: um estudo de caso em uma empresa júniorRevista de Tecnologia Aplicada10.48005/2237-3713rta2022v11n3p6981(69-81)Online publication date: 8-Feb-2023
  • (2022)Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical StudiesApplied Sciences10.3390/app1213680912:13(6809)Online publication date: 5-Jul-2022
  • (2022)What drives m-banking clients to continue using m-banking services?Journal of Business Research10.1016/j.jbusres.2021.10.024139(731-739)Online publication date: Feb-2022
  • (2022)The Use of Gamification in Sales: The Technology Acceptance ModelIndustrial Engineering in the Age of Business Intelligence10.1007/978-3-031-08782-0_6(61-75)Online publication date: 25-Aug-2022
  • (2021)Electronic Participation Technology Adoption Model in Indonesia: The Role of Gamification ImpactIOP Conference Series: Materials Science and Engineering10.1088/1757-899X/1071/1/0120311071:1(012031)Online publication date: 1-Feb-2021
  • (2021)Gamified Educational Mobile Application to Support Healthy LifestyleVisions and Concepts for Education 4.010.1007/978-3-030-67209-6_57(533-540)Online publication date: 6-Feb-2021
  • (2020)The Adoption of mHealth Apps Testing the UTAUT Model with Gamification ImpactAdvances in Human Factors and Ergonomics in Healthcare and Medical Devices10.1007/978-3-030-50838-8_35(253-259)Online publication date: 1-Jul-2020
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