The psychological origins of perceived usefulness and ease-of-use
Information and Management
Extending the TAM for a World-Wide-Web context
Information and Management
Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Enticing online consumers: an extended technology acceptance perspective
Information and Management
Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior
Information Systems Research
Factors influencing the usage of websites: the case of a generic portal in The Netherlands
Information and Management
Understanding online purchase intentions: contributions from technology and trust perspectives
European Journal of Information Systems
Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
Serious Games: Games That Educate, Train, and Inform
Serious Games: Games That Educate, Train, and Inform
Consumer reactions to electronic shopping on the world wide web
International Journal of Electronic Commerce
A motivational model of microcomputer usage
Journal of Management Information Systems
Research Note: The Influence of Recommendations and Consumer Reviews on Evaluations of Websites
Information Systems Research
Consumer Behavior in Web-Based Commerce: An Empirical Study
International Journal of Electronic Commerce
Information and Management
User acceptance of hedonic information systems
MIS Quarterly
Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps
Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps
From game design elements to gamefulness: defining "gamification"
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
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The development of multiple web applications with features of video games gave way to a new trend called Gamification. However, there isn't a clear explanation that allows the connection of the elements of the game applications with non-game features, mainly in traditional highly regulated financial sector. The aim of this study is to investigate the acceptance of a business application Gamified in e-banking. Based on the Technology Acceptance Model (TAM), the results from an online survey of 183 customers show that the Gamified application had a positive impact on the acceptance of this new concept in e-banking. Our findings show that perceived ease-of-use have a strong positive influence on costumers intentions and on the perceived usefulness. Further analysis and model modification show that perceived usefulness and enjoyment have positive influence on perceived ease-of-use. The results also show that the customers have accepted and used the Gamified application to manage their investments and bought more mutual funds thus increasing the chance to win the game.