电子银行采用游戏化

L. Rodrigues, C. Costa, Abílio Oliveira
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引用次数: 35

摘要

带有视频游戏功能的多种web应用程序的开发让位于一种名为“游戏化”的新趋势。然而,并没有一个明确的解释允许将游戏应用的元素与非游戏功能联系起来,主要是在传统的高度监管的金融领域。本研究的目的是调查电子银行业务应用游戏化的接受程度。基于技术接受模型(TAM),对183名客户进行的在线调查结果显示,游戏化应用程序对电子银行接受这一新概念产生了积极影响。我们的研究结果表明,感知易用性对消费者意图和感知有用性有很强的正向影响。进一步的分析和模型修正表明,感知有用性和享受性对感知易用性有正向影响。结果还表明,客户已经接受并使用游戏化应用程序来管理他们的投资,并购买了更多的共同基金,从而增加了赢得游戏的机会。
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The adoption of gamification in e-banking
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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