2019
DOI: 10.25105/ber.v19i1.5341
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Antecedents and Consequences of Customer Intention to Adopt Internet Banking Through Gamification

Abstract: <p><strong><em>Purpose </em></strong>– <em>The purpose of this research is to analyze the influence of gamification in the use of internet banking on the intention of customers to adopt and recommend internet banking towards Compatibility, Innovativeness, Web Design, Web Characteristic, Performance Expectancy, Effort Expectancy . This research will help the Bank to measure the effect of gamification towards their customer to use Internet Banking. So they can innovate their I… Show more

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Cited by 5 publications
(14 citation statements)
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References 32 publications
(31 reference statements)
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“…Dale (2014) made the distribution of gamified applications into eight parts as points, achievements, levels, missions, contests, leaderboards, notifications and anti-gaming mechanics and divided motivation into intrinsic (fun, power, acknowledgement, mastery, achievement and recognition) and extrinsic (prices, points, money and process bars). Hamari (2017) considered badges as a proactive tool emphasising their ability to abide by clear goals and feedback, whereas Angelina et al (2019) suggest that rewards shall follow every transaction conducted online using internet banking.…”
Section: Resultsmentioning
confidence: 99%
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“…Dale (2014) made the distribution of gamified applications into eight parts as points, achievements, levels, missions, contests, leaderboards, notifications and anti-gaming mechanics and divided motivation into intrinsic (fun, power, acknowledgement, mastery, achievement and recognition) and extrinsic (prices, points, money and process bars). Hamari (2017) considered badges as a proactive tool emphasising their ability to abide by clear goals and feedback, whereas Angelina et al (2019) suggest that rewards shall follow every transaction conducted online using internet banking.…”
Section: Resultsmentioning
confidence: 99%
“…With the help of interviews, Yang (2020) identified three problem areas in personal saving as missing goals, inapt social information and lack of knowledge that can be corrected by a gamified reward point system, competitive financial literacy and social savings. However, customers favour gamification in banking to the extent of rewards and points grabbed out of internet banking as appose to a dedicated gamification site of banks (Angelina, 2019). Gamification used on intranet within banks to train the employee of banks also revealed positive results based on knowledge acquisition (Morschheuser, 2015).…”
Section: Resultsmentioning
confidence: 99%
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