Playing seriously – How gamification and social cues influence bank customers to use gamified e-business applications

Author:

Rodrigues Luís FilipeORCID,Oliveira Abílio,Costa Carlos J.

Publisher

Elsevier BV

Subject

General Psychology,Human-Computer Interaction,Arts and Humanities (miscellaneous)

Reference113 articles.

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4. Creating virtual value;Amato-McCoy;Bank Systems and Technology,2005

5. On the use of structural equation models in experimental designs;Bagozzi;Journal of Marketing Research,1989

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