2016
DOI: 10.1016/j.chb.2016.05.063
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Playing seriously – How gamification and social cues influence bank customers to use gamified e-business applications

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Cited by 144 publications
(109 citation statements)
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References 67 publications
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“…Relevant research has mostly been dedicated to the design of customer interfaces [44], the usage of gamification elements [18] and the service offering via mobile applications [57,58]. Researchers have paid substantial attention to the realm of gamification lately, examining it in the context of service marketing and banking to find ways to optimize customer experience [59][60][61][62][63]. Deterding, et al [64] define gamification as "the use of game design elements in non-game contexts" (p. 2).…”
Section: Fintechs As Dsi Subjectsmentioning
confidence: 99%
“…Relevant research has mostly been dedicated to the design of customer interfaces [44], the usage of gamification elements [18] and the service offering via mobile applications [57,58]. Researchers have paid substantial attention to the realm of gamification lately, examining it in the context of service marketing and banking to find ways to optimize customer experience [59][60][61][62][63]. Deterding, et al [64] define gamification as "the use of game design elements in non-game contexts" (p. 2).…”
Section: Fintechs As Dsi Subjectsmentioning
confidence: 99%
“…Gamification is used to increase motivation and engagement in its target users in favor of changing their behaviors towards desired ones. There are several successful applications of gamification available in the literature encouraging various goals, such as adopting a healthier lifestyle (Johnson et al, 2016;Pløhn & Aalberg, 2015), increasing students' engagement with class activities in order to achieve better results (O'Donovan, Gain, & Marais, 2013;Simões, Redondo, & Vilas, 2013), or increasing quality and productivity in a business environment (Robson, Plangger, Kietzmann, McCarthy, & Pitt, 2016;Rodrigues, Oliveira, & Costa, 2016). For example, in a business environment, such as a call center, various game elements such as points and leader-boards could be used to reflect the performance of employees, e.g., the number of calls answered, the number of issues solved, the time taken for finishing tasks, and the customers' satisfaction (InterAksyon, 2012).…”
Section: Introductionmentioning
confidence: 99%
“…It is therefore thought that the introduction of gaming systems in daily activities can be trained and enhanced by adult behavior and thinking processes. [23] The scientific problem of this paper -how to motivate employees by involving gamification principles to increase operational efficiency. In this paper author focus in analysis of gamification process and impact on employers' behavior in order to business operational efficiency gamification for business operation efficiency management by investigating case study from Lithuanian companies.…”
Section: Introductionmentioning
confidence: 99%