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Cited by 257

The DOI matches its Crossref record; 82 of the 82 references it cites were found in a registry or an index.

Why so serious? Gamification impact in the acceptance of mobile banking services

Open access
Baptista, Goncalo, Oliveira, Tiago·2017·Internet Research

Abstract

Purpose: The purpose of this paper is to identify the potential impact of the utilization of game mechanics and game design techniques in the acceptance of mobile banking services. Design/methodology/approach: The theoretical model was tested in a quantitative study using structural equation modelling, conducted in Brazil, with actual local banking customers. Findings: The findings show that there is a direct and strong relationship between gamification and intention to use mobile banking services, supporting that, when used and designed properly, gamification can help make banking activities more exciting, more interesting and more enjoyable, and in turn increase customer acceptance, engagement and satisfaction. Research limitations/implications: The research extends the unified theory of acceptance and use of technology (UTAUT2), and prior research to include gamification impact. The result is a more descriptive model that better explains consumers’ decision to use mobile banking services. Practical implications: For practitioners, understanding the key constructs is crucial to design, refine and implement mobile banking services that achieve high consumer acceptance and value, and with the right amount of game techniques in them. Originality/value: The globalization of business and systems is fuelling the need to acquire a deeper understanding of the impact of gamification in acceptance within the financial industry. This is the first time to the knowledge that UTAUT2 theory and a gamification construct are combined in a mobile banking acceptance work, supported by data from a South American country, enriching the existing literature on this subject and providing new insights into how game techniques influences individual behaviour.

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Metadata

Authors
Baptista, G., & Oliveira, T.
Venue
Internet Research
Publisher
Emerald
Published
2017-02-06
Volume
27
Issue
1
Pages
118-139
ISSN
1066-2243 (ISSN-L)
OpenAlex
W2576961875
Cited by
257
References
82
FWCI
31.08
Type
journal article
Language
en
Open access
green

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CoChat. (2026). Citation check: Why so serious? Gamification impact in the acceptance of mobile banking services. https://app.cochat.ai/papers/10.1108/intr-10-2015-0295
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Baptista, G., & Oliveira, T. (2017). Why so serious? Gamification impact in the acceptance of mobile banking services. Internet Research. https://doi.org/10.1108/intr-10-2015-0295

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