[HTML][HTML] Adoption and use of digital financial services: A meta analysis of barriers and facilitators

C Neves, T Oliveira, F Santini, L Gutman - International Journal of …, 2023 - Elsevier
The study of digital financial services is not recent; however, since COVID-19, new attention
has been given to solutions that avoid face-to-face interactions. Accordingly, the number of …

[HTML][HTML] Gamification for consumer loyalty: An exploration of unobserved heterogeneity in gamified esports social live streaming

TY Qian, B Yu, R Matz, L Luo, C Xu - Telematics and Informatics, 2023 - Elsevier
Esports has been boosted by the proliferation of gamified social live streaming (SLS)
platforms over the past few years. While previous research has recognized the complexity of …

Gamification in mobile shop** applications: A review in terms of technology acceptance model

T Bayır, G Akel - Multimedia Tools and Applications, 2024 - Springer
Businesses add gamification to their mobile shop** applications to increase customer
interaction and their continuance intention. It has been observed that, with gamification …

Promoting fintech: driving develo** country consumers' mobile wallet use through gamification and trust

S ur Rahman, B Nguyen-Viet, YTH Nguyen… - International Journal of …, 2024 - emerald.com
Purpose M-wallets have emerged as one of the most important financial innovations of the
21st century, enabling users to carry digital cash by securely storing payment methods on …

[HTML][HTML] Understanding public perceptions and intentions to adopt traditional versus emerging investment platforms: The effect of message framing and regulatory …

EWJ Lee, VSH Lim, CJK Ng - Telematics and Informatics Reports, 2022 - Elsevier
With the rise of blockchain technology, asset tokenisation–issuing blockchain tokens to
represent asset ownership–is expected to become more prevalent. This study uniquely …

Key factors influencing knowledge acquisition through game‐based learning

M Calza‐Perez, P Perez‐Ruiz… - Psychology & …, 2024 - Wiley Online Library
This research enriches the current understanding of digital marketing knowledge acquisition
through game‐based learning (GBL). The study is based on a sample of 476 participants …

Characteristics of proliferating cryptocurrencies: a comparative study between stable and non-stable cryptocurrencies

CH Au, G Li, WS Hsu, PH Shieh… - Enterprise Information …, 2024 - Taylor & Francis
The emergence of cryptocurrencies has caught the attention worldwide. Some parties have
considered issuing cryptocurrencies an excellent opportunity to raise capital and other …

Impact of gamification on mitigating behavioral biases of investors

D Şenol, C Onay - Journal of Behavioral and Experimental Finance, 2023 - Elsevier
We investigate whether gamification can help mitigate behavioral biases of investors by
conducting a unique stock market experiment that is free from observer-expectancy and …

A digital payment generalisation model: a meta-analytic structural equation modelling (MASEM) research

C Neves, T Oliveira, F de Oliveira Santini… - Electronic Commerce …, 2024 - Springer
Consumers have used digital payments widely in recent years, and the COVID-19 pandemic
accelerated this process. Similarly, academic interest in this topic has followed this trend …

An investigation of selected UTAUT constructs and consumption values of Gen Z and Gen X for mobile banking services and behavioral intentions to facilitate the …

K Dendrinos, G Spais - Journal of Marketing Analytics, 2024 - Springer
This study aims to analyze the impact of consumption values on the adoption of NBG's
mobile banking services and the role of customers' motivation and app adoption in this …