Investigating the effect of gamification elements on bank customers to personalize gamified systems
Bibliographic Data
| ID | 21642379 |
|---|---|
| Authors | Elnaz Nasirzadeh (Iran University of Science and Technology), Mohammad Fathian (0000-0002-6909-6974, Iran University of Science and Technology, corresponding author) |
| Year | 2020 |
| Volume | 143 |
| Pages | 102469 |
| Publication date | 2020-11-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | International Journal of Human-Computer Studies (JOURNAL) |
| Journal identifiers | ISSN: 1071-5819 • E-ISSN: 1095-9300 |
| Publisher | Elsevier BV (PUBLISHER) |
| DOI | 10.1016/j.ijhcs.2020.102469 |
| OpenAlex | W3031892520 |
| Language | EN |
| Citations received | 5 |
| References cited | 39 |
Big Five personality traits · Knowledge management · Personality · Applied Psychology · Computer Science · Digital Games and Media · Educational Games and Gamification · Gambling Behavior and Treatments · Psychology · Social Psychology
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Motivations for Play in Online Games
Personality and motivations associated with Facebook use
Who interacts on the Web
Against the Wind
Gender and Computer Games
Why so serious? Gamification impact in the acceptance of mobile banking services
Trusting and trustworthiness
Do people trust too much or too little
Measuring personality in one minute or less
Two-component models of socially desirable responding
The structure of phenotypic personality traits
At Least Nine Ways to Play
| Unique citing works | 5 |
|---|---|
| Citations per year | 1.25 |
| Citation span | 2022 - 2026 (5) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 5 |