Australasian Conference on Information Systems 2018 2018
DOI: 10.5130/acis2018.bm
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Customer Value Perception toward Use of Mobile Banking Applications

Abstract: Mobile banking (m-banking) is one of the most widely used applications and innovative banking services in the past decade. However, the adoption rate of m-banking in developing countries is low and still has potential for growth. We explored factors and value perceptions of clients toward the use of m-banking applications. A conceptual model is presented using the Technology Acceptance Model (TAM) and Uses and Gratification Theory (UGT). The tested variables are Perceived Usefulness, Perceived Ease of Use, Soc… Show more

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Cited by 2 publications
(4 citation statements)
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“…Although the hedonic dimension proved not to be a significant predictor of overall perceived value, it is significantly determined by gamification features of m-banking, which positively influence perceived entertainment (H2). These results could be explained by the notion that gamification elements can cause users' entertainment (hedonic value) (Bidar, 2018), which is not a must-have benefit in m-banking services. Therefore, its contribution to the overall perceived value is surpassed by the more relevant value attributes, i.e.…”
Section: Discussionmentioning
confidence: 98%
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“…Although the hedonic dimension proved not to be a significant predictor of overall perceived value, it is significantly determined by gamification features of m-banking, which positively influence perceived entertainment (H2). These results could be explained by the notion that gamification elements can cause users' entertainment (hedonic value) (Bidar, 2018), which is not a must-have benefit in m-banking services. Therefore, its contribution to the overall perceived value is surpassed by the more relevant value attributes, i.e.…”
Section: Discussionmentioning
confidence: 98%
“…Namely, ubiquity proved to be significantly related to the perceived usefulness of m-banking service, which contributes to understanding the utilitarian aspects of perceived value (Pihlström, 2008). Gamification is related to entertainment and hedonic aspects of perceived value (Bidar, 2018), although the hedonic value is not conducive to the overall perceived value. This outcome might be because m-banking operations are often considered high-involvement services, requiring greater reflection and evaluation.…”
Section: Theoretical Implicationsmentioning
confidence: 93%
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