الفهرس | يوجد فقط 14 صفحة متاحة للعرض العام |
المستخلص In practice, gamification is seen as an effective marketing method to enhance customer experience and engagement in different activities. Nonetheless, the influence of gamification in website features and on customer experience are still very unclear in the case of e-banking. Therefore, based on self-determination theory and technology acceptance model, this study aims to fill this gap by developing a theoretical framework that focuses on investigating the effect of the direct relationship between gamification (as independent variable) and customer experience dimensions in terms of cognitive, affective, behavioral, sensory and relational experience (as dependent variable) as well as the indirect relationship through website features (ease-of-use, webpage characteristics, website information and website design) as a mediating variable. Also, the study investigates customer characteristics (gender, age, education, employment status and income) as a moderating role influence in the strength of the relationship between website features and customer experience dimensions in the context of e-banking in Washington DC, United states of America. The research produces a comprehensive study to validate this model and gathers information from 400 bank customers who interacted with a gamified e-banking website to monitor their financial transactions via an online questionnaire. Exploratory and confirmatory factor analysis was used to test the scales validity, then partial least square structural equation modeling (PLS-SEM) was applied to test the research hypotheses through using Smart PLS version 3.3.2. The results show that gamification has a direct influence on customer experience dimensions and indirect influence on the ease of use, webpage characteristics, website information and website design as well as, ease of use has no significant influence on core experience and sensory experience, while webpage characteristics, website information and website design have significant influence v on customer experience dimensions. Additionally, the findings reveal that there is no significant influence of customer characteristics (gender, age, education, employment status and income) as a moderating variable strength the relation between website features and customer experience dimensions. The results indicate that gamification will enable e-banking to be used by customers and that it strengthens their financial literacy and encourages electronic transactions. This research provides insightful guidance that can be considered for website design, and e-banking content by marketing, information technology, and business teams employed in e-banks. |