Playing seriously - How gamification and social cues influence bank customers to use gamified e-business applications

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]

References

No references recorded for this publication.

Cited by

No citations of this publication recorded.