Why so serious? Gamification impact in the acceptance of mobile banking services
暂无分享,去创建一个
[1] Rainer Alt,et al. Increasing Intranet Usage through Gamification -- Insights from an Experiment in the Banking Industry , 2015, 2015 48th Hawaii International Conference on System Sciences.
[2] Wynne W. Chin. Issues and Opinion on Structural Equation Modeling by , 2009 .
[3] M. Lindell,et al. Accounting for common method variance in cross-sectional research designs. , 2001, The Journal of applied psychology.
[4] J. Brockner,et al. Value from hedonic experience and engagement. , 2006, Psychological review.
[5] Rosa E. Rios,et al. The moderating effect of gender in the adoption of mobile banking , 2010 .
[6] Xin Luo,et al. Examining multi-dimensional trust and multi-faceted risk in initial acceptance of emerging technologies: An empirical study of mobile banking services , 2010, Decis. Support Syst..
[7] Viswanath Venkatesh,et al. Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology , 2012, MIS Q..
[8] Gordon B. Davis,et al. User Acceptance of Information Technology: Toward a Unified View , 2003, MIS Q..
[9] Tiago Oliveira,et al. International Journal of Information Management , 2014 .
[10] Luís Filipe Rodrigues,et al. The adoption of gamification in e-banking , 2013, ISDOC.
[11] James C. Anderson,et al. STRUCTURAL EQUATION MODELING IN PRACTICE: A REVIEW AND RECOMMENDED TWO-STEP APPROACH , 1988 .
[12] I-Cheng Chang,et al. The effects of hedonic/utilitarian expectations and social influence on continuance intention to play online games , 2014, Internet Res..
[13] Juho Hamari,et al. Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service , 2013, Electron. Commer. Res. Appl..
[14] Richard P. Bagozzi,et al. Assessing Construct Validity in Organizational Research , 1991 .
[15] Chloris Qiaolei Jiang. Internet addiction among young people in China: Internet connectedness, online gaming and academic performance decrement , 2014, Internet Res..
[16] Fred D. Davis,et al. Extrinsic and Intrinsic Motivation to Use Computers in the Workplace1 , 1992 .
[17] C. Yu. Factors Affecting Individuals to Adopt Mobile Banking: Empirical Evidence from the Utaut Model , 2012 .
[18] Key Pousttchi,et al. Assessment of today's mobile banking applications from the view of customer requirements , 2004, 37th Annual Hawaii International Conference on System Sciences, 2004. Proceedings of the.
[19] Hans van der Heijden,et al. User Acceptance of Hedonic Information Systems , 2004, MIS Q..
[20] Peter Lynn,et al. The problem of nonresponse , 2008 .
[21] R. P. McDonald,et al. Structural Equations with Latent Variables , 1989 .
[22] I. Gabe Zichermann Ii. Joselin Linder,et al. Game-Based Marketing: Inspire Customer Loyalty Through Rewards, Challenges, and Contests , 2010 .
[23] I. Ajzen,et al. Belief, Attitude, Intention, and Behavior: An Introduction to Theory and Research , 1977 .
[24] Scott B. MacKenzie,et al. Common method biases in behavioral research: a critical review of the literature and recommended remedies. , 2003, The Journal of applied psychology.
[25] Francisco J. Martínez-López,et al. Utilitarian motivations in online consumption: Dimensional structure and scales , 2014, Electron. Commer. Res. Appl..
[26] Jesse Fox,et al. Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance , 2015, Comput. Educ..
[27] Hsiu-Fen Lin,et al. An empirical investigation of mobile banking adoption: The effect of innovation attributes and knowledge-based trust , 2011, Int. J. Inf. Manag..
[28] Christopher C. Rosen,et al. Assessing the impact of common method variance on higher order multidimensional constructs. , 2011, The Journal of applied psychology.
[29] Hadi Otrok,et al. A game theoretical model for collaborative groups in social applications , 2014, Expert Syst. Appl..
[30] Alexandre N. Tuch,et al. Do points, levels and leaderboards harm intrinsic motivation?: an empirical analysis of common gamification elements , 2013, Gamification.
[31] Liliia deCos. Opportunity for banks to utilize gamification as a tool to promote financial education to children , 2015 .
[32] Jane M. Howell,et al. Personal Computing: Toward a Conceptual Model of Utilization , 1991, MIS Q..
[33] Jing Zhu,et al. A meta-analysis of mobile commerce adoption and the moderating effect of culture , 2012, Comput. Hum. Behav..
[34] Rui Zhang,et al. Mobile payment services adoption across time: An empirical study of the effects of behavioral beliefs, social influences, and personal traits , 2012, Comput. Hum. Behav..
[35] Ing-Long Wu,et al. A strategy-based model for implementing channel integration in e-commerce: An empirical examination , 2015, Internet Res..
[36] Detmar W. Straub,et al. A Practical Guide To Factorial Validity Using PLS-Graph: Tutorial And Annotated Example , 2005, Commun. Assoc. Inf. Syst..
[37] Andrés Lucero,et al. Applying game achievement systems to enhance user experience in a photo sharing service , 2009, MindTrek '09.
[38] Xiaoyu Xu. Understanding Users’ Continued Use of Online Games: An Application of UTAUT2 in Social Network Games , 2014, MMEDIA 2014.
[39] Luís Filipe Rodrigues,et al. How to develop financial applications with game features in e-banking? , 2013, ISDOC.
[40] Chih-Hung Hsieh,et al. Convergence or divergence?: A comparison of acceptance and use of technology for smart phones and tablets , 2014, Proceedings of PICMET '14 Conference: Portland International Center for Management of Engineering and Technology; Infrastructure and Service Integration.
[41] Fred D. Davis. Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology , 1989, MIS Q..
[42] R. Brislin. Back-Translation for Cross-Cultural Research , 1970 .
[43] Detmar W. Straub,et al. Validating Instruments in MIS Research , 1989, MIS Q..
[44] Mario Piattini,et al. Gamification in software engineering - A systematic mapping , 2015, Inf. Softw. Technol..
[45] Juho Hamari,et al. "Working out for likes": An empirical study on social influence in exercise gamification , 2015, Comput. Hum. Behav..
[46] Tao Zhou,et al. Integrating TTF and UTAUT to explain mobile banking user adoption , 2010, Comput. Hum. Behav..
[47] Donald Eugene. Farrar,et al. Multicollinearity in Regression Analysis; the Problem Revisited , 2011 .
[48] Juho Hamari,et al. International Journal of Information Management Why Do People Use Gamification Services? , 2022 .
[49] Gilbert A. Churchill. A Paradigm for Developing Better Measures of Marketing Constructs , 1979 .
[50] I. Ajzen. The theory of planned behavior , 1991 .
[51] E. Rogers,et al. Diffusion of Innovations , 1964 .
[52] Cheolho Yoon,et al. The effects of national culture values on consumer acceptance of e-commerce: Online shoppers in China , 2009, Inf. Manag..
[53] Swatee Sarangi,et al. Individuals, teams and organizations score with gamification , 2015 .
[54] Pin Luarn,et al. AIS Electronic Library (AISeL) , 2017 .
[55] J. McGonigal. Reality Is Broken: Why Games Make Us Better and How They Can Change the World , 2011 .
[56] Terry S. Overton,et al. Estimating Nonresponse Bias in Mail Surveys , 1977 .
[57] C. Fornell,et al. Evaluating structural equation models with unobservable variables and measurement error. , 1981 .
[58] Chih-Hung Chung,et al. Discovering determinants of users perception of mobile device functionality fit , 2014, Comput. Hum. Behav..
[59] Deborah Compeau,et al. Computer Self-Efficacy: Development of a Measure and Initial Test , 1995, MIS Q..
[60] Yi-Shun Wang,et al. DETERMINANTS OF USER ACCEPTANCE OF INTERNET BANKING: AN EMPIRICAL STUDY , 2003 .
[61] Ming-Shiou Kuo,et al. How gamification motivates visits and engagement for online academic dissemination - An empirical study , 2016, Comput. Hum. Behav..
[62] Ching-I Teng,et al. Team participation and online gamer loyalty , 2014, Electron. Commer. Res. Appl..
[63] Richard P. Bagozzi,et al. Specification, evaluation, and interpretation of structural equation models , 2012 .
[64] Juho Hamari,et al. Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification , 2014, 2014 47th Hawaii International Conference on System Sciences.
[65] Marko Sarstedt,et al. PLS-SEM: Indeed a Silver Bullet , 2011 .
[66] Eduardo Salas,et al. Eliciting teamwork with game attributes: A systematic review and research agenda , 2016, Comput. Hum. Behav..
[67] Tiago Oliveira,et al. Understanding the Internet banking adoption: A unified theory of acceptance and use of technology and perceived risk application , 2014, Int. J. Inf. Manag..
[68] Luís Filipe Rodrigues,et al. How gamification can influence the web design and the customer to use the e-banking systems , 2014, ISDOC.
[69] Ibrahim M. Al-Jabri,et al. Mobile Banking Adoption: Application of Diffusion of Innovation Theory , 2012 .
[70] Ingoo Han,et al. The role of utilitarian and hedonic values and their antecedents in a mobile data service environment , 2011, Expert Syst. Appl..
[71] Rudolf R. Sinkovics,et al. The Use of Partial Least Squares Path Modeling in International Marketing , 2009 .
[72] Jerry Chih-Yuan Sun,et al. The benefits of a challenge: student motivation and flow experience in tablet-PC-game-based learning , 2015, Interact. Learn. Environ..
[73] Norman E. Wallen,et al. How to Design and Evaluate Research in Education , 1990 .
[74] Adrian B. Ryans. Estimating Consumer Preferences for a New Durable Brand in an Established Product Class , 1974 .
[75] I. Ajzen. Residual Effects of Past on Later Behavior: Habituation and Reasoned Action Perspectives , 2002 .
[76] Mutaz M. Al-Debei,et al. Consumer attitudes towards online shopping: The effects of trust, perceived benefits, and perceived web quality , 2015, Internet Res..
[77] Peter A. Todd,et al. Assessing IT usage: the role of prior experience , 1995 .
[78] Moez Limayem,et al. How Habit Limits the Predictive Power of Intention: The Case of Information Systems Continuance , 2007, MIS Q..
[79] Il Im,et al. An international comparison of technology adoption: Testing the UTAUT model , 2011, Inf. Manag..
[80] Leyland Pitt,et al. Is it all a game? Understanding the principles of gamification , 2015 .
[81] Peter Rogerson,et al. Statistical methods for geography , 2001 .
[82] Y. Don,et al. Preservice Teachers' Acceptance of Learning Management Software: An Application of the UTAUT2 Model. , 2013 .
[83] Xinran Y. Lehto,et al. Adoption of Mobile Technologies for Chinese Consumers , 2007 .
[84] Deborah I. Fels,et al. Gamification in theory and action: A survey , 2015, Int. J. Hum. Comput. Stud..