Luís Filipe Rodrigues, Abílio Oliveira, Carlos J. Costa. Playing seriously - How gamification and social cues influence bank customers to use gamified e-business applications. Computers in Human Behavior, 63:392-407, 2016. [doi]
@article{RodriguesOC16a, title = {Playing seriously - How gamification and social cues influence bank customers to use gamified e-business applications}, author = {Luís Filipe Rodrigues and Abílio Oliveira and Carlos J. Costa}, year = {2016}, doi = {10.1016/j.chb.2016.05.063}, url = {http://dx.doi.org/10.1016/j.chb.2016.05.063}, researchr = {https://researchr.org/publication/RodriguesOC16a}, cites = {0}, citedby = {0}, journal = {Computers in Human Behavior}, volume = {63}, pages = {392-407}, }