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Does gamified elements influence on user’s intention to adopt and intention to recommend internet banking?
16 references·16 citing·38 second hopsampled
Does gamified elements influence on user’s intention to adopt and intention to recommend internet banking? (2018)Does gamified elements influence on user’…Mobile payment: Understanding the determinants of customer adoption and intention to recommend the technology (2016)Mobile payment: Understanding…Partial least squares structural equation modeling (PLS-SEM) (2014)Partial least squares structu…A primer on partial least squares structural equation modeling (PLS-SEM) (2014)A primer on partial least squ…Understanding the Internet banking adoption: A unified theory of acceptance and use of technology and perceived risk application (2013)Understanding the Internet ba…Lateral Collinearity and Misleading Results in Variance-Based SEM: An Illustration and Recommendations (2012)Lateral Collinearity and Misl…Integrating TTF and UTAUT to explain mobile banking user adoption (2010)Integrating TTF and UTAUT to …Formative Versus Reflective Indicators in Organizational Measure Development: A Comparison and Empirical Illustration (2006)Formative Versus Reflective I…User Acceptance of Hedonic Information Systems1 (2004)User Acceptance of Hedonic In…E-S-QUAL (2004)E-S-QUALUser Acceptance of Information Technology: Toward A Unified View1 (2003)User Acceptance of Informatio…eTailQ: dimensionalizing, measuring and predicting etail quality (2003)eTailQ: dimensionalizing, mea…Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Common method biases in behav…Social Cognitive Theory and Individual Reactions to Computing Technology: A Longitudinal Study1 (1999)Social Cognitive Theory and I…Issues and opinion on structural equation modeling (1998)Issues and opinion on structu…Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Evaluating Structural Equatio…Society and the Adolescent Self-Image (1965)Society and the Adolescent Se…The impact of Fintech innovations on digital currency adoption: a blockchain-based study in India (2024)The impact of Fintech innovat…Digital technologies and social sustainability in the digital transformation age: a systematic analysis and research agenda (2024)Digital technologies and soci…Exploring intention and actual use in digital payments: A systematic review and roadmap for future research (2023)Exploring intention and actua…Predictors for E-Government Adoption of SANAD App Services Integrating UTAUT, TPB, TAM, Trust, and Perceived Risk (2022)Predictors for E-Government A…Predicting the Intention and Adoption of Near Field Communication Mobile Payment (2022)Predicting the Intention and …Customer experience in digital banking: a review and future research directions (2022)Customer experience in digita…What drives m-banking clients to continue using m-banking services? (2021)What drives m-banking clients…Understanding consumer behavior in the multimedia context: incorporating gamification in VR-enhanced web system for tourism e-commerce (2021)Understanding consumer behavi…The Rise of the Virtual Reality (VR) Marketplace: Exploring the Antecedents and Consequences of Consumer Attitudes toward V-Commerce (2021)The Rise of the Virtual Reali…Investigating the role of employee psychological well-being and psychological empowerment with relation to work engagement and sustainable employability (2021)Investigating the role of emp…I have the bank in my pocket: Theoretical evidence and perspectives (2021)I have the bank in my pocket:…Do gamified elements affect young people’s use behaviour on consumption-related mobile applications? (2021)Do gamified elements affect y…Assessing individual behavior towards adoption of telemedicine application during COVID-19 pandemic: evidence from emerging market (2021)Assessing individual behavior…Mobile banking usage and gamification: the moderating effect of generational cohorts (2020)Mobile banking usage and gami…Adoption of telemedicine applications among Saudi citizens during COVID-19 pandemic: An alternative health delivery system (2020)Adoption of telemedicine appl…A systematic mapping study on gamification applied to e-marketing (2019)A systematic mapping study on…PLS-SEM: Indeed a Silver Bullet (2011)Partial least squares structural equation modeling (PLS-SEM): A useful tool for family business researchers (2014)Partial Least Squares Structural Equation Modeling (PLS-SEM) Using R (2021)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Older Adults' Reasons for Using Technology while Aging in Place (2015)Diffusion of Innovations 1 (2019)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-Reports in Organizational Research: Problems and Prospects (1986)Structural Equations with Latent Variables. (1991)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Sources of Method Bias in Social Science Research and Recommendations on How to Control It (2011)Common Method Bias in PLS-SEM (2015)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Alternative Ways of Assessing Model Fit (1992)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Consumer e-shopping acceptance: Antecedents in a technology acceptance model (2008)An Updated and Streamlined Technology Readiness Index (2014)Understanding Customer Experience Throughout the Customer Journey (2016)A power primer. (1992)Power analysis and determination of sample size for covariance structure modeling. (1996)A Practical Guide To Factorial Validity Using PLS-Graph: Tutorial And Annotated Example (2005)Consistent Partial Least Squares Path Modeling1 (2015)Principles and Practice of Structural Equation Modeling (1998)Accounting for common method variance in cross-sectional research designs. (2001)Partial Least Squares (PLS) Structural Equation Modeling (SEM) for Building and Testing Behavioral Causal Theory: When to Choose It and How to Use It (2014)Minimum sample size estimation in PLS‐SEM: The inverse square root and gamma‐exponential methods (2016)Role of institutional pressures and resources in the adoption of big data analytics powered artificial intelligence, sustainable manufacturing practices and circular economy capabilities (2020)Significance tests and goodness of fit in the analysis of covariance structures. (1980)On the Evaluation of Structural Equation Models (1988)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)When to use and how to report the results of PLS-SEM (2018)The Satisfaction With Life Scale (1985)Happiness is everything, or is it? Explorations on the meaning of psychological well-being. (1989)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)
this work references cited by second hop· second hop is a sample of the most-cited connections

References

  • 1981Evaluating Structural Equation Models with Unobservable Variables and Measurement Error108,884 cited
  • 2003Common method biases in behavioral research: A critical review of the literature and recommended remedies.81,863 cited
  • 2003User Acceptance of Information Technology: Toward A Unified View144,945 cited
  • 1965Society and the Adolescent Self-Image30,118 cited
  • 2014A primer on partial least squares structural equation modeling (PLS-SEM)12,786 cited
  • 2014Partial least squares structural equation modeling (PLS-SEM)11,717 cited
  • 1998Issues and opinion on structural equation modeling4,577 cited
  • 2004E-S-QUAL3,962 cited
  • 2004User Acceptance of Hedonic Information Systems13,849 cited
  • 2012Lateral Collinearity and Misleading Results in Variance-Based SEM: An Illustration and Recommendations3,775 cited
  • 2006Formative Versus Reflective Indicators in Organizational Measure Development: A Comparison and Empirical Illustration3,409 cited
  • 1999Social Cognitive Theory and Individual Reactions to Computing Technology: A Longitudinal Study12,517 cited
  • 2003eTailQ: dimensionalizing, measuring and predicting etail quality2,295 cited
  • 2010Integrating TTF and UTAUT to explain mobile banking user adoption1,696 cited

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2013
Understanding the Internet banking adoption: A unified theory of acceptance and use of technology and perceived risk application
1,442 cited
  • 2016Mobile payment: Understanding the determinants of customer adoption and intention to recommend the technology1,371 cited
  • Cited by

    • 2022Customer experience in digital banking: a review and future research directions185 cited
    • 2020Adoption of telemedicine applications among Saudi citizens during COVID-19 pandemic: An alternative health delivery system85 cited
    • 2019A systematic mapping study on gamification applied to e-marketing85 cited
    • 2022Predictors for E-Government Adoption of SANAD App Services Integrating UTAUT, TPB, TAM, Trust, and Perceived Risk77 cited
    • 2023Exploring intention and actual use in digital payments: A systematic review and roadmap for future research68 cited
    • 2020Mobile banking usage and gamification: the moderating effect of generational cohorts66 cited
    • 2021Assessing individual behavior towards adoption of telemedicine application during COVID-19 pandemic: evidence from emerging market66 cited
    • 2021Investigating the role of employee psychological well-being and psychological empowerment with relation to work engagement and sustainable employability60 cited
    • 2021Understanding consumer behavior in the multimedia context: incorporating gamification in VR-enhanced web system for tourism e-commerce54 cited
    • 2024Digital technologies and social sustainability in the digital transformation age: a systematic analysis and research agenda47 cited
    • 2021What drives m-banking clients to continue using m-banking services?46 cited
    • 2021The Rise of the Virtual Reality (VR) Marketplace: Exploring the Antecedents and Consequences of Consumer Attitudes toward V-Commerce44 cited
    • 2021Do gamified elements affect young people’s use behaviour on consumption-related mobile applications?41 cited
    • 2022Predicting the Intention and Adoption of Near Field Communication Mobile Payment34 cited
    • 2021I have the bank in my pocket: Theoretical evidence and perspectives31 cited
    • 2024The impact of Fintech innovations on digital currency adoption: a blockchain-based study in India27 cited