Skip to main navigation
Skip to search
Skip to main content
Universidade NOVA de Lisboa Home
Help & FAQ
Home
Profiles
Research units
Research output
Datasets
Prizes
Activities
Press/Media
Search by expertise, name or affiliation
Why so serious? Gamification impact in the acceptance of mobile banking services
Gonçalo Baptista
,
Tiago Oliveira
NOVA Information Management School (NOVA IMS)
Information Management Research Center (MagIC) - NOVA Information Management School
Research output
:
Contribution to journal
›
Article
›
peer-review
166
Citations (Scopus)
89
Downloads (Pure)
Overview
Fingerprint
Fingerprint
Dive into the research topics of 'Why so serious? Gamification impact in the acceptance of mobile banking services'. Together they form a unique fingerprint.
Sort by
Weight
Alphabetically
Business & Economics
Gamification
83%
Banking Services
67%
Acceptance
50%
Banking
24%
Game Design
15%
Consumer Decision
12%
Financial Industry
11%
Individual Behaviour
11%
Intention to Use
11%
Globalization
8%
Brazil
8%
Structural Equation Modeling
7%
Design Methodology
4%
Social Sciences
Banking services
100%
acceptance
45%
banking
33%
customer
18%
mechanic
10%
utilization
8%
Brazil
7%
globalization
7%
industry
6%
methodology
5%
literature
4%
Engineering & Materials Science
Gamification
84%
Banking
72%
Latent Class Analysis
11%
Fueling
11%
Industry
7%
Mechanics
7%