How to cite this paper
Anh, T., Anh, V., Quynh, N., Le, N., Huyen, T & Trung, H. (2023). Factors affecting the acceptance of gamification application in e-banking.International Journal of Data and Network Science, 7(2), 601-608.
Refrences
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Ajzen, I. (1991). The theory of planned behavior. Organizational behavior and human decision processes, 50(2), 179-211. https://doi.org/10.1016/0749-5978(91)90020-T
Angelina, F., Risqiani, R., & Fikri, A. (2019). Antecedents and consequences of customer intention to adopt internet bank-ing through gamification. Business and Entrepreneurial Review, 19(1), 1-18.
Bitrián, P., Buil, I., & Catalán, S. (2021). Enhancing user engagement: The role of gamification in mobile apps. Journal of Business Research, 132, 170-185. https://doi.org/10.1016/j.jbusres.2021.04.028
Chauhan, S., Akhtar, A. and Gupta, A. (2021). Gamification in banking: a review, synthesis and setting research agen-da. Young Consumers, 22(3), 456-479. https://doi.org/10.1108/YC-10-2020-1229
Davis, F.D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13(3), 319-340.
Davis, N. J. (1992). Teaching about inequality: Student resistance, paralysis, and rage. Teaching Sociology, 20(3), 232-238. https://doi.org/10.2307/1319065.
Deci, E. L., & Ryan, R. M. (1985). The general causality orientations scale: Self-determination in personality. Journal of research in personality, 19(2), 109-134. https://doi.org/10.1016/0092-6566(85)90023-6
Emam, H. Y., & Abdel Aziz, G. S. (2021). Investigating the effect of gamification on website features in e-banking sector: An Empirical Research. The Academic Journal of Contemporary Commercial Research, 1(1), 24-37. DOI: 10.21608/AJCCR.2021.211511
Jain, M., Shetty, D. K., Naik, N., Maddodi, B. S., Malarout, N., & Perule, N. (2020). Application of gamification in the banking sector: A systematic review. Test & Engineering Management, 83.
Kim, B. (2015). Understanding gamification. Chicago: ALA TechSource.
Napitupulu, D., Adiyarta, K., Windihastuty, W., & Fatimah, T. (2021, February). Electronic Participation Technology Adoption Model in Indonesia: The Role of Gamification Impact. In IOP Conference Series: Materials Science and En-gineering (Vol. 1071, No. 1, p. 012031). IOP Publishing.
Pelling, N. (2011). The (short) prehistory of gamification. Funding Startups (& other impossibilities), 9.
Rahi, S., & Abd. Ghani, M. (2019), "Does gamified elements influence on user’s intention to adopt and intention to rec-ommend internet banking?", International Journal of Information and Learning Technology, 36(1), pp. 2-20. https://doi.org/10.1108/IJILT-05-2018-0045.
Rodrigues, L. F., Costa, C. J., & Oliveira, A. (2013, July). The adoption of gamification in e-banking. In Proceedings of the 2013 international conference on information systems and design of communication (pp. 47-55).
Roncone, V., & Massari, M. (2022). Gamification as a Customer Loyalty Tool. Evidence from the Italian Banking Indus-try. Journal of Applied Finance & Banking, 12(3), 1-15. https://doi.org/10.47260/jafb/1231
Salimon, M. G., Aliyu, O. A., Yusr, M. M., & Perumal, S. (2021). Smartphone banking usage in Nigeria: Gamification, technology acceptance and cultural factors empirical perspectives. The Electronic Journal of Information Systems in Developing Countries, 87(4), e12174. https://doi.org/10.1002/isd2.12174.
Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of human-computer studies, 74, 14-31. https://doi.org/10.1016/j.ijhcs.2014.09.006
Sebastian, R. (2011). Changing roles of the clients, architects and contractors through BIM. Engineering, Construction and Architectural Management, 18(2), 176-187. https://doi.org/10.1108/09699981111111148.
Trong, H., & Ngoc, C. N. M. (2008). Statistics applied in socio-economics. Statistical Publishing House. (Statistical Pub-lishing House)
Von Neumann, J. (1928). Sur la théorie des jeux. Comptes rendus de l’académie des sciences, 186(25), 1689-91.
Weiner, B. (1990). History of motivational research in education. Journal of educational Psychology, 82(4), 616. https://doi.org/10.1037/0022-0663.82.4.616
Ajzen, I. (1991). The theory of planned behavior. Organizational behavior and human decision processes, 50(2), 179-211. https://doi.org/10.1016/0749-5978(91)90020-T
Angelina, F., Risqiani, R., & Fikri, A. (2019). Antecedents and consequences of customer intention to adopt internet bank-ing through gamification. Business and Entrepreneurial Review, 19(1), 1-18.
Bitrián, P., Buil, I., & Catalán, S. (2021). Enhancing user engagement: The role of gamification in mobile apps. Journal of Business Research, 132, 170-185. https://doi.org/10.1016/j.jbusres.2021.04.028
Chauhan, S., Akhtar, A. and Gupta, A. (2021). Gamification in banking: a review, synthesis and setting research agen-da. Young Consumers, 22(3), 456-479. https://doi.org/10.1108/YC-10-2020-1229
Davis, F.D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13(3), 319-340.
Davis, N. J. (1992). Teaching about inequality: Student resistance, paralysis, and rage. Teaching Sociology, 20(3), 232-238. https://doi.org/10.2307/1319065.
Deci, E. L., & Ryan, R. M. (1985). The general causality orientations scale: Self-determination in personality. Journal of research in personality, 19(2), 109-134. https://doi.org/10.1016/0092-6566(85)90023-6
Emam, H. Y., & Abdel Aziz, G. S. (2021). Investigating the effect of gamification on website features in e-banking sector: An Empirical Research. The Academic Journal of Contemporary Commercial Research, 1(1), 24-37. DOI: 10.21608/AJCCR.2021.211511
Jain, M., Shetty, D. K., Naik, N., Maddodi, B. S., Malarout, N., & Perule, N. (2020). Application of gamification in the banking sector: A systematic review. Test & Engineering Management, 83.
Kim, B. (2015). Understanding gamification. Chicago: ALA TechSource.
Napitupulu, D., Adiyarta, K., Windihastuty, W., & Fatimah, T. (2021, February). Electronic Participation Technology Adoption Model in Indonesia: The Role of Gamification Impact. In IOP Conference Series: Materials Science and En-gineering (Vol. 1071, No. 1, p. 012031). IOP Publishing.
Pelling, N. (2011). The (short) prehistory of gamification. Funding Startups (& other impossibilities), 9.
Rahi, S., & Abd. Ghani, M. (2019), "Does gamified elements influence on user’s intention to adopt and intention to rec-ommend internet banking?", International Journal of Information and Learning Technology, 36(1), pp. 2-20. https://doi.org/10.1108/IJILT-05-2018-0045.
Rodrigues, L. F., Costa, C. J., & Oliveira, A. (2013, July). The adoption of gamification in e-banking. In Proceedings of the 2013 international conference on information systems and design of communication (pp. 47-55).
Roncone, V., & Massari, M. (2022). Gamification as a Customer Loyalty Tool. Evidence from the Italian Banking Indus-try. Journal of Applied Finance & Banking, 12(3), 1-15. https://doi.org/10.47260/jafb/1231
Salimon, M. G., Aliyu, O. A., Yusr, M. M., & Perumal, S. (2021). Smartphone banking usage in Nigeria: Gamification, technology acceptance and cultural factors empirical perspectives. The Electronic Journal of Information Systems in Developing Countries, 87(4), e12174. https://doi.org/10.1002/isd2.12174.
Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of human-computer studies, 74, 14-31. https://doi.org/10.1016/j.ijhcs.2014.09.006
Sebastian, R. (2011). Changing roles of the clients, architects and contractors through BIM. Engineering, Construction and Architectural Management, 18(2), 176-187. https://doi.org/10.1108/09699981111111148.
Trong, H., & Ngoc, C. N. M. (2008). Statistics applied in socio-economics. Statistical Publishing House. (Statistical Pub-lishing House)
Von Neumann, J. (1928). Sur la théorie des jeux. Comptes rendus de l’académie des sciences, 186(25), 1689-91.
Weiner, B. (1990). History of motivational research in education. Journal of educational Psychology, 82(4), 616. https://doi.org/10.1037/0022-0663.82.4.616