Playing seriously - How gamification and social cues influence bank customers to use gamified e-business applications.
Luís Filipe RodriguesAbílio OliveiraCarlos J. CostaPublished in: Comput. Hum. Behav. (2016)
Keyphrases
- social influence
- banking industry
- commercial banks
- personality traits
- social networks
- social interaction
- network effects
- social media
- social networking
- customer satisfaction
- service providers
- user experience
- customer service
- virtual communities
- social behavior
- personal preferences
- factors influencing
- user perceptions
- banking services
- credit risk
- social context
- visual cues
- serious games
- online communities
- computer games
- information technology