Mobile banking usage and gamification: the moderating effect of generational cohorts DOI
Gentjan Çera,

Ina Pagria,

Khurram Ajaz Khan

et al.

Journal of Systems and Information Technology, Journal Year: 2020, Volume and Issue: 22(3), P. 243 - 263

Published: Nov. 25, 2020

Purpose The extended unified theory of acceptance and use technology (UTAUT2) model has been adapted applied by scholars to gain insight into mobile banking (m-banking) usage. By combining three perspectives, UTAUT2, gamification (GM) generational cohort theory, this study aims investigate the factors which impact m-banking usage examine moderating effect generations Y Z on relationship between GM intention m-banking. Design/methodology/approach adopted was tested in a quantitative using partial least square structural equation modelling. A total 380 valid questionnaires from transition country, Albania, have examined. Findings In study, scientific evidence concerning UTAUT2 elements are provided. Thus, facilitation conditions, habit hedonic motivation were found be significant determinants GM. Moreover, results revealed that age moderates behavioural (BI). Compared generation Z, individuals born prior 1996 (generation Y), exhibited much stronger relationship. Research limitations/implications Although Albania bears similarities with other countries terms regional, economic political environments, generalisation these another context is rather limited. Practical implications This paper offers integrating cohorts country. findings can form guidelines for number financial institutions. Originality/value Besides identifying adoption GM, notably reveals importance because it governs BI.

Language: Английский

Serious games and the gamification of tourism DOI
Feifei Xu, Dimitrios Buhalis, Jessika Weber

et al.

Tourism Management, Journal Year: 2016, Volume and Issue: 60, P. 244 - 256

Published: Dec. 18, 2016

Language: Английский

Citations

427

Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market DOI
Patrick G. Buckley, Elaine Doyle

Computers & Education, Journal Year: 2016, Volume and Issue: 106, P. 43 - 55

Published: Nov. 29, 2016

Language: Английский

Citations

283

Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda DOI
Abhishek Behl, Nirma Sadamali Jayawardena, Vijay Pereira

et al.

Technological Forecasting and Social Change, Journal Year: 2021, Volume and Issue: 176, P. 121445 - 121445

Published: Dec. 31, 2021

Language: Английский

Citations

172

‘Go with the flow’ for gamification and sustainability marketing DOI
Lucas Whittaker, Rory Mulcahy, Rebekah Russell‐Bennett

et al.

International Journal of Information Management, Journal Year: 2021, Volume and Issue: 61, P. 102305 - 102305

Published: Jan. 19, 2021

Language: Английский

Citations

111

Catch them all and increase your place attachment! The role of location-based augmented reality games in changing people - place relations DOI
Tomasz Oleksy, Anna Wnuk

Computers in Human Behavior, Journal Year: 2017, Volume and Issue: 76, P. 3 - 8

Published: June 7, 2017

Language: Английский

Citations

126

Factors Affecting the Adoption of Gamified Smart Tourism Applications: An Integrative Approach DOI Open Access
Changsok Yoo,

Shin-Hye Kwon,

Hyunsoo Na

et al.

Sustainability, Journal Year: 2017, Volume and Issue: 9(12), P. 2162 - 2162

Published: Nov. 23, 2017

Considering that the core concerns in sustainability are threats to survival of humankind and ecosystems humans depend on, changing consumption production behaviors individuals society is inevitable. However, people reluctant change their own behavior support goals. This tendency seems be especially strong tourism because main value hedonic utility. Thus, industry now introducing gamification smart shift tourist toward sustainability, but most studies practices only focus on performance application without considering customer adoption patterns perceptions during process. study empirically investigated what factors affect applications incorporate game elements, using Google Maps guide program. As an initial approach, we incorporated diverse theoretical approaches: perceived usefulness; ease use; enjoyment from technology acceptance model; information interaction motivations uses gratifications theory; network effect; distributive justice; flow as responses characteristics applications; privacy a negative factor for diffusion. The result showed gamified (GSTA) adoption. Perceived had significant influence intention use, quality, related cognitive experience, did not. justice associated with content were not significant, motivation was research model. results this show regard GSTA low-level tool. Also, it important preoccupy market terms marketing strategy effect relevant both usefulness enjoyment. We also found need provide personal would negatively application.

Language: Английский

Citations

96

Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review DOI Creative Commons
Maria Giovina Pasca, Maria Francesca Renzi, Laura Di Pietro

et al.

Journal of Service Theory and Practice, Journal Year: 2021, Volume and Issue: 31(5), P. 691 - 737

Published: June 18, 2021

Purpose The present study aims to synthesize and conceptualize, through a systematic literature review (SLR), the current state of gamification knowledge in tourism hospitality (T&H) sector, providing roadmap for future research recommendations service practice. Design/methodology/approach is based on adopts quantitative approach summarize existing evidence usage T&H focusing relevant gamification. authors analyze 36 papers published between 2011 2019. Findings into five themes describing gamification's role (Edutainment, Sustainable behavior, Engagement factors, Service provider-generated content User-generated reviews). Then, cross-analysis reveals pivotal elements (affordances, behavioral psychological outcomes, benefits) generated by mechanics T&H, simultaneously highlighting potential implications insights literature. identifies critical issues affecting provides agenda, considering opportunities research. Originality/value first SLR investigating T&H. findings contributing construction more holistic understanding adoption

Language: Английский

Citations

85

When screens replace backyards: strategies to connect digital-media-oriented young people to nature DOI
Rachael C. Edwards, Brendon M. H. Larson

Environmental Education Research, Journal Year: 2020, Volume and Issue: 26(7), P. 950 - 968

Published: June 13, 2020

Children's connection to nature (CTN) is declining with each generation, a concerning trend given that CTN positively linked wellbeing and environmentalism. A primary cause of this decline twenty-first-century youth engage screens for several hours day, which large extent replaces nature-based play. Researchers have proposed change represents transition in human orientation, particularly Westernized societies, from (biophilia) digital media (videophilia). Interventions promoting play must acknowledge digital-media use as competing leisure pursuit, but the literature presents little guidance designing programs will attract young people who are more oriented toward than nature. Drawing on wide breadth research, we address gap through (1) exploring implications videophilia programming (2) summarizing recommendations narrative review interventions appeal digital-media-oriented youth.

Language: Английский

Citations

75

Blockchain Technology for Smart Tourism Destinations DOI Open Access

Inessa Tyan,

Mariemma I. Yagüe, Antonio Jesús Guevara Plaza

et al.

Sustainability, Journal Year: 2020, Volume and Issue: 12(22), P. 9715 - 9715

Published: Nov. 21, 2020

This conceptual paper discusses the potential of blockchain technology for Smart Tourism Destinations. The main focus is placed on Destinations’ four major goals that can be achieved by using technology, namely: enhancing tourism experience, rewarding sustainable behaviour, ensuring benefits local communities, and reducing privacy concerns. also outlines challenges need to overcome successfully implement this innovative technology. attempts further advance current knowledge about possible implications within smart domain, especially

Language: Английский

Citations

74

Gamification in OTA platforms: A mixed-methods research involving online shopping carnival DOI
Si Shi, Wilson K.S. Leung,

Flavia Munelli

et al.

Tourism Management, Journal Year: 2021, Volume and Issue: 88, P. 104426 - 104426

Published: Sept. 3, 2021

Language: Английский

Citations

72