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.
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.
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
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.
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