Introduction of a game design in e-banking - Inter
Transcrição
Introduction of a game design in e-banking - Inter
Introduction of a game design in e-banking – thinking of business while playing in a virtual environment Luís Rodrigues, Abílio Oliveira and Carlos Costa Abstract The rapid proliferation of multiple software with features of video games gave way to a trend called “Gamification”. This new paradigm lists the existing concepts to study the interaction between man and machine, and introduces key elements such as persuasion and an eye-catching design. However, there is no concise explanation that allows the connection of the elements of game applications with non-game features, especially in traditional and highly regulated sectors, such as the financial sector. The aim of our study is to investigate the client perceptions using a serious e-banking business application with games features. Therefore, we developed mutual funds software gamified with the design and characteristics of a football game. In this study it was analysed the behavior of more than 800 clients who used the software, before they could respond to an online questionnaire. Our findings show that the perceived ease-of-use has a strong influence on their intentions to use and on the perceived usefulness. Socialness has influence on all other studied variables, but the enjoyment and utility has no influence in the intention to use the game. It was further investigated the respective impact on the business of mutual funds from the use of the game in the electronic channel of the bank. Our results show that the software gamified had a positive impact, proving that the web design and the relationship between the financial product and the football game had a good acceptance by the participants/clients, as demonstrated in their intention to use it, and in the high average values in the response to recommendation to friends. The use of computer games in a virtual environment, configuring a concrete situation, has influence on the way users consider that situation. Key Words: Virtual environments, gamification, e-banking, computer games, business software, creativity, information systems. ***** 1. Introduction The technological evolution in the development of computer applications and the increase of internet users has taken in recent years to the development of ebanking, fundamentally transforming the traditional mode how banks conduct their business, as well as the shape and the process as clients perform their banking activities.1 This constant attempt to be close to what clients like, aims to increase the use of e-banking and loyalty, in this sense the banks seek to develop and/or change their computer applications in order to include features appreciated by users of online gaming.2 Even with the increased use of e-banking services in 2 Introduction of a game design in e-banking ________________________________________________________________ recent years, banks face a dilemma, while the e-banking has benefits of convenience and economy, the ease-of-use of e-banking services allow greater client change to other banks, and therefore it reduces the long-term clients’ commitment and loyalty.3 The use of games as a factor in reducing barriers to the access of the internet, such as the difficulty of human relationship with the computer and the internet, usability, the lack of security and ease of use were developed in computer applications.4 The high cost of attracting new clients to the e-banking and the relative difficulty in keeping their loyalty, creates an opportunity in developing applications with features of games, an essential resource for the banks, since the games have a good acceptance of the users in general. 2. Main Objectives The present study aims to investigate the impact of e-banking applications with features of games in electronic business. It was developed new software with games characteristics, and tested a theoretical model (with twelve hypotheses) in order to determine the variables that could influence the user behavior in using and purchasing products with the new application. Studying games and e-banking we may be able to answer the central question: to what extent the e-banking may benefit from the use of game design? 3. Research Model and Hypotheses 3.1. Business Application Gamified The business application under study is called "Futebank". It is a digital animation implemented on a banking website, based on the management of a portfolio of mutual funds, on an animated model of a football league. The game established the main relationship between a football team with a portfolio investment fund and the positions of the players on the field with the risk rating assigned to a specific mutual fund. The application was only available for clients with mutual funds in their portfolio with the main objective of transforming a complicated process of choosing, selecting and purchasing mutual funds, in a nice, simple, funny and attractive process (cf. Figure 1). Before gamified After gamified Luís Rodrigues, Abílio Oliveira and Carlos Costa 3 ________________________________________________________________ Figure 1 - Transformation from a traditional business financial application to gamification 3.2. Conceptual Model In this empirical research, we analyse the ability of TAM5, to predict and explain the acceptance or rejection of new computer applications with game features. The proposed research model, relations and moderator variables applied to this study are the following (cf. Figure 2). Figure 2 - Conceptual model, adapted from Wakefield et al., (2011) First test: Model with 10 hypotheses Second test: Changed model, H5 and H7 replaced by H11 and H12 To determine the clients’ behavior and use intention of the new application, two tests was performed with ten hypotheses (H1 to H10), but where H11 and H12 replace H5 and H7 in one of the tests. The observed variables have been grouped by five latent variables not observed used in the proposed research, as well as twenty-five endogenous variables observed, and which were used in the measurement of the model (cf. Table 1). 4 Introduction of a game design in e-banking ________________________________________________________________ Table 1 - Construct variables and items Construct Variable Acronym Items 6 Perceived Socialness PSOC 5 Perceived Ease of Use7 PEOU 4 Perceived enjoyment8 PENJ 5 Perceived Usefulness9 PUSE 4 Perceived Intention to Use10 PINT 5 4. Research Methodology In the context of the game available on the website in a bank, it was analysed the participants/clients' reactions with the use of the financial application gamified through their responses to an online questionnaire. All endogenous variables and latent variables included in this study are measured by Likert scales. 11 The SEM (Structural Equation Model) approach was adopted to analyse the data, since it allows the confirmation and the exploration of the theoretical model. 4.1. Questionnaire, Sample and Profiling The questionnaire was previously tested by a small sample of users who have had prior access to the game, to evaluate the reliability of the survey, and that procedure gave us the opportunity to modify in advance the questions that created some type of confusion. The sample of this study consists of 183 users from a universe of 862 clients that used the game, of which 427 had more than 6 mutual funds/players in their investment portfolio and, thus, were eligible to participate fully in the football league game. The data and the characteristics of the clients included in this study are summarized in Table 2. Table 2 - Demographic characteristics of the participants Gender Age (years) Education degree Sample Male Female < 25 25 to 40 >40 High school Bachelor’s Graduate or less 183 88% 12% 3% 35% 62% 24% 62% 14% 4.2. Results Analysing the answers (cf. Table 3) with mean higher than 4, showed that clients have considered the game interactive (QSOC5, mean = 4.13), and revealed a strong intention to talk to friends (QINT3, mean = 4.05), "Word-of-Mouth". With a lower mean we found that the users did not feel a significantly spirit of adventure while navigating on this website (QPENJ2, mean = 3.46) or enthusiasm (QENJ3, mean = 3.51) nether time consuming to purchase (QPEOU3, mean = 3.53). These Luís Rodrigues, Abílio Oliveira and Carlos Costa 5 ________________________________________________________________ less positive feelings might be correlated with the fact that the game was only available for existing clients, with a real portfolio of mutual funds. Table 3 - Descriptive Statistic (SPSS v20) (*Indicates dropped item to increase construct reliability analysis) Mean Mean Std.Deviation Variance Measurements items Variable Std. Statistic Statistic Statistic Error Friendly QSOC1* 3.82 0.08 1.19 1.42 Helpful QSOC2 3.61 0.07 1.06 1.14 Informative QSOC3 3.68 0.07 1.02 1.05 Intelligent QSOC4 3,86 0.07 1.02 1.05 Interactive QSOC5* 4.13 0.07 1.02 1.04 I can quickly find the information I need on this QPEOU1 3.78 0.07 0.98 0.97 game It is easy to select the QPEOU2* 3.70 0.07 0.95 0.90 players/Mutual Funds It would not be time consuming to purchase a QPEOU3 3.53 0.06 0.90 0.82 mutual fund My interaction with this game is clear and QPEOU4 3.81 0.06 0.88 0.78 understandable During the navigation process, I felt excitement QPENJ1 3.82 0.07 1.03 1.07 with the game animation While navigating on this website, I felt a sense of QPENJ2* 3.46 0.08 1.13 1.28 adventure The enthusiasm of this website is catching; it picks QPENJ3* 3.51 0.08 1.15 1.33 me up This website it entertains me with the soccer QPENJ4 3.73 0.06 0.92 0.84 championship analogy I enjoyed being immersed in exciting connection with the QPENJ5 4.02 0.06 0.81 0.66 serious application and the game 6 Introduction of a game design in e-banking ________________________________________________________________ This website provides good quality information to manager my players / funds and may team / portfolio This website is useful for selecting the best players / mutual funds Follows my mutual funds from this website would fit my interests Information sharing is useful I would be willing to use this website I intend to use this game in the future I’m likely to recommend this website to my friends Awards increases my involvement in the game Social network connection increases my participation QPUSE1 3.66 0.07 1.00 1.00 QPUSE2 3,63 0.07 0.95 0.90 QPUSE3* 3.91 0.07 1.01 1.03 QPUSE4* 3.63 0.07 1.03 1.07 QPINT1* 3,51 0.11 1.48 2.21 QPINT2 3.63 0.07 1.06 1.13 QPINT3 4.05 0.08 1.16 1.34 QPINT4* 4.05 0.06 0.85 0.72 QPINT5* 3.87 0.08 1.08 1.16 To assess the validation of the constructs and the reliability of variables, the Cronbach's Alpha for each latent variable and the underlying measurement items was calculated. The results of all the coefficients of reliability are above the recommended minimum of 0.70 Cronbach's Alpha 12, demonstrating that the results of the constructs and the underlying elements (variables) are highly consistent. With AMOS it was calculated the direct effect of the Futebank model and the results obtained was: X² = 220, (P = 0.000), DF = 220, RMR = 0.1161, CFI = 0.660, IFI = 0.663. According to the measures of good fit model recommendations (cf. Table 4), these results are indicating of poor model fit to the data, and imply that the relationships in the data are not well described by the direct - effect model. Table 4 - Measures of good fit model Measures Value 13 CFI-Comparative Fit Index Greater than 0.9 NFI-Normed Fit Index14 Greater than 0.9 GFI-Goodness of fit statistic15 Greater than 0.9 IFI- Incremental fit index16 Greater than 0.9 17 CMIN/DF Between 1 and 5 Luís Rodrigues, Abílio Oliveira and Carlos Costa 7 ________________________________________________________________ RMR-Root Mean Square Residual18 Less or equal than 0.05 An individual validation of the dimensions CFA (Confirmatory Factor Analysis) was performed.19 As the model did not provide satisfactory values for our level of reliability20, we removed those variables to submit standardized lower coefficients, or with a high Kurtosis value (high probability of extreme values) or R2 values with very high error levels, correlation values (values of Phi too high) or Lambda values. After CFA has been performed, the hypothesis tests were conducted again and the result of the model fit was: X² = 180.2, (P = 0.000), DF = 55, RMR = 0.507, GFI = 0.873, CFI = 0.913, IFI = 0.914. The fit statistics are now indicative of a good model fit the data, although GFI is below the recommended minimum of 0.9 in practice, GFI values above 0.8 are considered to indicate a good fit.21 The standardized path coefficients with absolute values less than 0.10 may indicate a small effect, values around 0.30 a medium effect and with absolute values greater than 0.50 a large effect.22 The results of the first test (with the hypothesis H1 to H10) indicate that not all standardized coefficients for all hypothesized paths in structural model are significant (P<0.05). PENJ have no positive influence on PINT (H6, ß =0.036), PUSE have no positive influence on PINT (H9, ß = -0.192) and PUSE have no positive influence on PENJ (H10, ß = -0.298). All the others hypothesized paths are significant, PSOC have a medium positive influence on PINT (H1, ß = 0.491) and PEOU (H2, ß = 0.392) and PUSE (H3, ß = 0.426) and PENJ (H4, ß = 0.438). Finally PEOU have a large positive influence on PENJ (H7, ß = 0.687), on PUSE (H5, ß = 0.785) and on PINT (H8, ß = 0.857). To test the influence of PUSE and PENJ in PEOU (strongest variable with influence in PINT), a second test was performed where it was replaced the H5 with H11 and H7 with H12 were conducted and results indicate that PUSE have positive large influence on PEOU (H11, ß =0. 517). However, lower than the reserve (H5, ß = 0.785) and PENJ have a positive medium influence on PEOU (H12, ß =0. 474) but again lower than the reverse (H7, ß = 0.687). The structural model test results are summarized in Table 5. Hypothesis H1 H2 H3 H4 H5 H6 Table 5 - Model test regression weights Dependent Independent Regression p Test result (positive Variable Variable Weights (ß) influence?) PSOC PINT 0.491 0.006 Medium PSOC PEOU 0.392 *** Medium PSOC PUSE 0.426 *** Medium PSOC PENJ 0.438 *** Medium PEOU PUSE 0.785 *** Large PENJ PINT 0.036 0.892 Rejected 8 Introduction of a game design in e-banking ________________________________________________________________ H7 PEOU PENJ H8 PEOU PINT H9 PUSE PINT H10 PUSE PENJ H11 PUSE PEOU H12 PENJ PEOU ***absolute value is less than 0.001 0.687 0.856 -0.192 -0.298 0.517 0.474 0.001 0.037 0.459 0.065 *** *** Large Large Rejected Rejected Large Medium The results of multivariate tests of the structural model are provided in Figure 3, which outlines the regression coefficients for each factor. Figure 3 - Structural model results 5. Conclusions Results show that participants/clients that use the application gamified perceived that the PEOU has a large positive influence on the intention to use the application and highlights the importance that the PEOU as on PUSE. The perceived ease-of-use has a positive influence on the perception of enjoyment, showing that the easier is the use the more the application is enjoyable, which is according to the study of Ramayah and Iggnatius23 that also concluded the PEOU of technology induces positively the intention of use online shopping. Klomsiri proposed a modification in TAM to measure the internet technology use for ebanking adoption where PUSE could influence PEOU, however he did not make the tests that we have done in this study.24 The modified TAM with two new hypotheses H11 and H12 (replacing H5 and H7) implies that PUSE have positive large influence on PEOU (H11, ß =0.517) but lower than the reserve (H5, ß = 0.785) and PENJ have a positive medium influence on PEOU (H12, ß =0.474) but Luís Rodrigues, Abílio Oliveira and Carlos Costa 9 ________________________________________________________________ also lower than the reverse (H7, ß = 0.687). Our findings can contribute with important information about the role of social usefulness, enjoyment and perception of ease-of-use on the intention to use gamification in e-banking, as demonstrated in the results of the theoretical model in which PEOU turn has a large positive influence on PINT, and PUSE has no positive influence on PINT. In response to the question “to what extent is the e-banking may benefit from the use of game design?” the results of the hypotheses tests showed that, the game had a positive impact on clients, thus increasing the future intention to use this type of applications gamified in e-banking. The study of the business influence through this new application with game design show a positive impact on the business in terms of clients participation and on the business values (cf. Table 6). Table 6 - Business results Business measures Clients access to the website Visitors access to the website Total clients that used the gamified software Total clients with more than 6 mutual funds Mutual funds purchased through the game Total amount on the mutual fund portfolio´s Value + 16% + 37% 862 232 + 11% + 15% The relationship between the mutual funds and the soccer players as resulted in a good acceptance, as proved in the intention of use, and the recommendation to friends (Word of Mouth) that is an important factor for business along with loyalty and clients’ satisfaction.25 Overall the new application gamified, rests on innovation, differentiation of selling products from other e-banking websites, more business with a complex financial product. The clients' perception results in a less effort to use the new software application, perception of usefulness and enjoyments when they have used the new mutual fund application. In this sense, banks should be encouraged to develop business applications with game features on their websites, not only to increase the loyalty of the clients, but also to engage the clients to buy products in a different and simple way, since games are easy to use and pleasing. Notes 1 Kent Eriksson, Katri Kerem, and Daniel Nilsson, ´The adoption of commercial innovations in the former Central and Eastern European markets: The case of 10 Introduction of a game design in e-banking ________________________________________________________________ 2 3 4 5 6 7 8 9 Internet banking in Estonia.´ International Journal of bank Marketing 26, no. 3 (2008):154–169. Ceren Sayar and Simon Wolfe, ´Internet banking market performance: Turkey versus the UK.´ International Journal of bank Marketing 25, no. 3 (2007):12241. Dan Sarel and Howard Mamorstein, ´Marketing Online banking services: The voice of the customer.´ Journal of Financial Services Marketing 8, no. 2 (2003):106. Cheolho Yoon, ´The effects of national culture values on consumer acceptance of e-Commerce: online shoppers in China.´ Information Management 46, no. 5 (2009):294–301. Fred D. Davis, ´Perceived usefulness, perceived ease of use, and user acceptance of information technology.´ MIS Quarterly 13, no. 3 (1989):319–340. Byron Reeves and Clifford Nass, The media equation: How people treat computers, television, and new media like real people and places. CSLI Publications, Stanford, CA, 1996; Clifford Nass and Jonathan Steuer. ´Voices, Boxes, and Sources of Messages Computers and Social Actors.´ Human Communication Research 19, no. 4 (1993):504–527; Robin L. Wakefield, Kirk L. Wakefield, Julie Baker, and Liz C. Wang, How Website socialness leads to Website use.´ European Journal of Information Systems 20, no. 1 (2011):118– 132. Fred D. Davis, Richard P. Bagozzi, and Paul R. Warshaw, User acceptance of computer technology: a comparison of two theoretical models. Management Science 35, no. 8 (1989):982–1003; Hans Van der Heijden, ´User Acceptance of Hedonic Information Systems.´ MIS Quarterly 28, no. 4 (2004):695-704; Robin L. Wakefield, Kirk L. Wakefield, Julie Baker and Liz C. Wang, How Website socialness leads to Website use. Fred D. Davis, Richard P. Bagozzi, and Paul R. Warshaw, ´Extrinsic and intrinsic motivation to use computers in the workplace.´ Journal of Applied Social Psychology 22, no. 14 (1992):1111-1132; Hans Van der Heijden, ´User Acceptance of Hedonic Information Systems.´ MIS Quarterly 28, no. 4 (2004):695-704; Robin L. Wakefield, Kirk L. Wakefield, Julie Baker and Liz C. Wang, How Website socialness leads to Website use.. Leda Chen, Mark L. Gillenson, and Daniel L. Sherrell, ´Enticing online consumers: an extended technology acceptance Perspective.´ Information and Management 39, (2002):705-719; Fred D. Davis, Richard P. Bagozzi, and Paul R. Warshaw, User acceptance of computer technology: a comparison of two theoretical models.; Ji-Won Moon and Young-Gul, Kim, ´Extending the TAM for a World Wide Web context.´ Information & Management 38, no. 4 (2001):217–230. Luís Rodrigues, Abílio Oliveira and Carlos Costa 11 ________________________________________________________________ 10 Fred D. Davis, Richard P. Bagozzi and Paul R. Warshaw, User acceptance of computer technology: a comparison of two theoretical models. Agarwal Ritu and Elena Karahanna, ´Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs about Information Technology Usage.´ MIS Quarterly 24, no. 4 (2000):665-694; Ling-Land Tang and Hanh Nguyen, ´Common causes of trust, satisfaction and TAM in online shopping: An integrated Model.´ Graduate School of Management. Yuan Ze University, Taiwan, ROC (CSQ), 2011. 11 From 1-strongly disagree to 5-strongly agree. 12 Joeph F. Hair, William C. Black, Barry J. Babin, and Rolph E. Anderson, Multivariate Data Analysis (7th ed.). Upper Saddle River, Pearson Education Inc, NJ, 2006. 13 Joeph F. Hair, William C. Black, Barry J. Babin, and Rolph E. Anderson, Multivariate Data Analysis. 14 Joeph F. Hair, William C. Black, Barry J. Babin, and Rolph E. Anderson, Multivariate Data Analysis. 15 Joeph F. Hair, William C. Black, Barry J. Babin, and Rolph E. Anderson, Multivariate Data Analysis. 16 Ken A. Bollen, Structural equations with latent variables. New York: Wiley, 1989. 17 Miguel A. Mateo Garcia, and Juan Fernandez Sanchez, Análisis confirmatorio de la estrutura dimensional de un cuestionario para la evaluación de la calidad de la enseñanza. Investigaciones Psicológicas, no. 11 (1992):73-82. 18 Barbara M. Byrne, Structural Equation Modelling with LISREL, PRELIS and SIMPLIS: Basic Concepts, Applications and Programming. Mahwah, New Jersey: Lawrence Erlbaum Associates, 1998. 19 The relationships between the variables were again estimated using the method of maximum likelihood. 20 The adjustment indices were below the recommended. 21 Afzaal Seyal, Moha Rahman and Mahbubu Rahim, Determinants of academic use of the Internet: a structural equation model. Behaviour and Information Technology, no. 21(1) (2002):71-86. 22 Jacob Cohen, Statistical Power Analysis for the Behavioural Sciences 2nd ed. Lawrence Erlbaum Associates, 1988. 23 T. Ramayah and Joshua Ignatius, Impact of Perceived Usefulness, Perceived Ease of Use and Perceived Enjoyment on Intention to Shop online. ICFAI Journal of Systems Management (IJSM), no. 3(1) (2005):36-51 24 Papaporn Klomsiri, Technology Acceptance of IT Innovative Services: Adoption of E-banking by Customers. Naval Education Department, Royal Thai Navy. Time, February, 15, 2013, from Bangkok University: 12 Introduction of a game design in e-banking ________________________________________________________________ http://www.bu.ac.th/knowledgecenter/executive_journal/july_sep_11/pdf/aw7.pd f, 2010. 25 Shu-Hsien Liao, Yu-Chun Chung, Y.R. Hung and Retno Widowati, ´The impacts of brand trust, customer satisfaction, and brand loyalty on word-ofmouth.´ Industrial Engineering and Engineering Management (IEEM), (2010):1319-1323. Bibliography Bollen, Ken A. Structural equations with latent variables. New York: Wiley, 1989. Byrne, Barbara M. Structural Equation Modelling with LISREL, PRELIS and SIMPLIS: Basic Concepts, Applications and Programming. Mahwah, New Jersey: Lawrence Erlbaum Associates, 1998. Chen, Leda, Mark L. Gillenson, and Daniel L. Sherrell. ´Enticing online consumers: an extended technology acceptance Perspective.´ Information and Management 39, (2002):705-719. Cohen, Jacob. Statistical Power Analysis for the Behavioural Sciences 2nd ed. Lawrence Erlbaum Associates, 1988. Davis, Fred D. ´Perceived usefulness, perceived ease of use, and user acceptance of information technology.´ MIS Quarterly 13, no. 3 (1989):319–340. Davis, Fred D., Richard P. Bagozzi, and Paul R. Warshaw. User acceptance of computer technology: a comparison of two theoretical models. Management Science 35, no. 8 (1989):982–1003. Davis, Fred D., Richard P. Bagozzi, and Paul R. Warshaw. ´Extrinsic and intrinsic motivation to use computers in the workplace.´ Journal of Applied Social Psychology 22, no. 14 (1992):1111-1132. Eriksson, Kent, Katri Kerem, and Daniel Nilsson. ´The adoption of commercial innovations in the former Central and Eastern European markets: The case of Internet banking in Estonia.´ International Journal of bank Marketing 26, no. 3 (2008):154–169. Garcia, Miguel A. Mateo, and Juan Fernandez Sanchez. Análisis confirmatorio de la estrutura dimensional de un cuestionario para la evaluación de la calidad de la enseñanza. Investigaciones Psicológicas, no. 11 (1992):73-82. Luís Rodrigues, Abílio Oliveira and Carlos Costa 13 ________________________________________________________________ Hair, Joeph F., William C. Black, Barry J. Babin, and Rolph E. Anderson. Multivariate Data Analysis (7th ed.). Upper Saddle River, Pearson Education Inc, NJ, 2006. Klomsiri, Papaporn. Technology Acceptance of IT Innovative Services: Adoption of E-banking by Customers. Naval Education Department, Royal Thai Navy. Time, February, 15, 2013, from Bangkok University: http://www.bu.ac.th/knowledgecenter/executive_journal/july_sep_11/pdf/aw7.pdf, 2010. Liao, Shu-Hsien, Yu-Chun Chung, Y.R. Hung, and Retno Widowati. ´The impacts of brand trust, customer satisfaction, and brand loyalty on word-of-mouth.´ Industrial Engineering and Engineering Management (IEEM), (2010):1319-1323. Moon, Ji-Won, and Young-Gul Kim. ´Extending the TAM for a World Wide Web context.´ Information & Management 38, no. 4 (2001):217–230. Nass, Clifford, and Jonathan Steuer. ´Voices, Boxes, and Sources of Messages Computers and Social Actors.´ Human Communication Research 19, no. 4 (1993):504–527. Ramayah, T., and Joshua Ignatius. Impact of Perceived Usefulness, Perceived Ease of Use and Perceived Enjoyment on Intention to Shop online. ICFAI Journal of Systems Management (IJSM), no. 3(1) (2005):36-51. Reeves, Byron and Clifford Nass. The media equation: How people treat computers, television, and new media like real people and places. CSLI Publications, Stanford, CA, 1996. Ritu, Agarwal, and Elena Karahanna. ´Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs about Information Technology Usage.´ MIS Quarterly 24, no. 4 (2000):665-694. Sarel, Dan and Howard Mamorstein. ´Marketing Online banking services: The voice of the customer.´ Journal of Financial Services Marketing 8, no. 2 (2003):106. Sayar, Ceren, and Simon Wolfe. ´Internet banking market performance: Turkey versus the UK.´ International Journal of bank Marketing 25, no. 3 (2007):122-41. Seyal, Afzaal, Mohd Rahman, and Mahbubu. Determinants of academic use of the Internet: a structural equation model. Behaviour and Information Technology, no. 21(1) (2002):71-86. 14 Introduction of a game design in e-banking ________________________________________________________________ Tang, Ling-Land, and Hanh Nguyen. ´Common causes of trust, satisfaction and TAM in online shopping: An integrated Model.´ Graduate School of Management. Yuan Ze University, Taiwan, ROC (CSQ), 2011. Van der Heijden, Hans. ´Factors influencing the usage of websites: the case of a generic portal in The Netherlands.´ Information & Management 40, no.6 (2003):541–549. Van der Heijden, Hans. ´User Acceptance of Hedonic Information Systems.´ MIS Quarterly 28, no. 4 (2004):695-704. Wakefield, Robin L., Kirk L. Wakefield, Julie Baker, and Liz C. Wang. How “Website socialness leads to Website use.´ European Journal of Information Systems 20, no. 1 (2011):118–132. Yoon, Cheolho. ´The effects of national culture values on consumer acceptance of e-Commerce: online shoppers in China.´ Information Management 46, no. 5 (2009):294–301. Luis Filipe Rodrigues is a PhD student at ISCTE-IUL, Lisbon, Portugal. While works as CIO in a bank his research and writing about gamification in e-banking and the web design characteristics. [email protected] Abílio Oliveira is an Assistant Professor, at Instituto Universitário de Lisboa (ISCTE-IUL), Lisboa, Portugal, and a Researcher, at Centro de Investigação em Sistemas e Tecnologias de Informação Avançados (ADETTI-IUL), Lisboa, Portugal. He is the author of several books, namely, 'O Desafio da Vida' (The Challenge of Life). http://abiliooliveira.weebly.com/ [email protected] Carlos J. Costa is an Assistant Professor, at Instituto Universitário de Lisboa (ISCTE-IUL), Lisboa, Portugal, and a Director and Researcher, at ADETTI-IUL. Invited professor in MSc Programs from Portuguese Open University. Previously worked as invited professor in IPAM. As develop research projects with many publications related to Collaborative Systems, Electronic Brainstorming, Open Source and e-voting. [email protected]
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