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Playing seriously - How gamification and social cues influence bank customers to use gamified e-business applications.
Luís Filipe Rodrigues
Abílio Oliveira
Carlos J. Costa
Published in:
Comput. Hum. Behav. (2016)
Keyphrases
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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