Factors affecting the acceptance of gamification application in e-banking

Gamification is a popular trend that is applied in many fields such as marketing, advertising, education, administration, and communication. In the field of electronic banking (e-banking), gamification uses the available content of businesses, exploits in many different aspects and aims at...

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Bibliographic Details
Main Authors: Tuan-Le Anh, Vu-Phan Gia Anh, Nhu-Mai Thi Quynh, Nhan-Nguyen Le, Tram-Nguyen Thi Huyen, Hieu-Nguyen Trung
Format: Article
Language:English
Published: Growing Science 2023-01-01
Series:International Journal of Data and Network Science
Online Access:http://www.growingscience.com/ijds/Vol7/ijdns_2023_33.pdf
Description
Summary:Gamification is a popular trend that is applied in many fields such as marketing, advertising, education, administration, and communication. In the field of electronic banking (e-banking), gamification uses the available content of businesses, exploits in many different aspects and aims at the ultimate goal of increasing sales, achieving effective marketing. The objective of this paper is to study the factors affecting the adoption of gamification in the field of e-banking. Based on the Technology Acceptance Model (TAM), through a survey of 193 managers, bankers and customers, gamification application has had a positive impact on the acceptance of this new trend in e-banking. The research results show that: ease of use, usefulness, enjoyment, and convenience have an effect on acceptance of gamification. It also shows that clients can manage their investments and buy more mutual funds, thus increasing their chances of winning the game.
ISSN:2561-8148
2561-8156