It’s All Fun and Games: The Role of Gamification in E-banking

Author(s):  
Meenu Sethu ◽  
Dan Nathan-Roberts

Traditional banks and financial institutions have witnessed a profound transformation to electronic banking with the rise of the internet over the last two decades. However, most digital banking customers do not feel that the activity of managing their money and making online transactions is exciting or enjoyable. The gamification of e-banking systems is a novel approach for promoting customer engagement that is gaining popularity. This work reviews the factors influencing the adoption of e-banking and how gamification can be used to improve customer engagement, loyalty, and financial wellbeing. An exploration of the most extensively used game design elements in gamified e-banking applications suggests that the use of certain game mechanics and characteristics can be effective in creating enjoyable banking experiences. Based on this research, a set of guidelines is provided for designers and practitioners for introducing game principles in e-banking applications.

2016 ◽  
Vol 11 (1) ◽  
pp. 31-45
Author(s):  
Fernandes Anthony Jovial ◽  
Alex Emy

Increase in accessibility to the internet and consumer’s faith in conducting online transactions, have paved way for a steady change in how consumers plan and buy their holidays. The role of traditional travel agents and online travel portals, as sources most knowledgeable about holiday destinations is on the wane due to the emergence of online reviewing platforms, and easily accessible and first-hand information from the service producers. Consumers today prefer to approach service producers such as resorts, restaurants, transport providers and guides to book their services. Given this scenario, this paper attempts to determine the catalyst for the changing trends in tourist buying behavior, the role of the internet and whether travel agents are aware of the said changes. The paper also looks at possible opportunities for travel agents to expand their products’ portfolio to maintain or increase their revenue in tandem with the changes in the industry. The study takes into consideration responses received from 75 tourists and structured interviews conducted with sixteen travel agents.


Author(s):  
Tanweer Alam

In next-generation computing, the role of cloud, internet and smart devices will be capacious. Nowadays we all are familiar with the word smart. This word is used a number of times in our daily life. The Internet of Things (IoT) will produce remarkable different kinds of information from different resources. It can store big data in the cloud. The fog computing acts as an interface between cloud and IoT. The extension of fog in this framework works on physical things under IoT. The IoT devices are called fog nodes, they can have accessed anywhere within the range of the network. The blockchain is a novel approach to record the transactions in a sequence securely. Developing a new blockchains based middleware framework in the architecture of the Internet of Things is one of the critical issues of wireless networking where resolving such an issue would result in constant growth in the use and popularity of IoT. The proposed research creates a framework for providing the middleware framework in the internet of smart devices network for the internet of things using blockchains technology. Our main contribution links a new study that integrates blockchains to the Internet of things and provides communication security to the internet of smart devices.


Author(s):  
Verónica Baena

This chapter provides a better understanding of the impact that the Internet and mobile sports marketing are having on a business's ability to achieve customer engagement. To achieve this goal, the case of Real Madrid football team is analyzed, as it is calculated to have over 200 million supporters worldwide. Information about Real Madrid was gathered from September 2012 to March 2013 by repeatedly browsing the team's Website, Facebook, Twitter, Instagram, and apps. Data from interviews of Real Madrid's marketing department published in business press and posts was also compiled. Additionally, a focus group was conducted to discuss the customer engagement of Real Madrid's fans. The findings offer new opportunities to get customer engagement. They also highlight the important role of social media to gain insight about the fans.


Author(s):  
Panagiotis Zaharias ◽  
Anthony Papargyris

E-learning is emerging as one of the fastest organizational uses of the Internet as a supplementary or alternative mode for corporate training. However its effectiveness is questioned and most of e-learning courses and applications have been accused of being quite static, non-authentic and superficial, poorly designed, and thus non-motivating. Their philosophical assumption views learning as an isolated phenomenon, a static knowledge in a can that could be transmitted to the learners. In this chapter it is argued that many useful lessons for e-learning designers can be learned from game design and especially from the design of massive multi-player online games (MMOGs). A review on instructional quality of games and design elements of MMOGs is conducted under the perspective of adult learning, in order to identify, adapt, and propose design implications for e-learning design.


2020 ◽  
Author(s):  
Daniel S. Epstein ◽  
Adam Zemski ◽  
Joanne Enticott ◽  
Christopher Barton

UNSTRUCTURED Introduction Games, when used as interventional tools, can influence behavior change by incentivizing, reinforcing, educating, providing feedback loops, prompting, persuading or providing meaning, fun and community. However, not all game elements will appeal to consumers equally, and different elements might work for different people and in different contexts. Methods A realist review was conducted to inform program theory in the development of tabletop games for health behavior change. Context, mechanisms used to change behavior and outcomes of included studies were reviewed through a realist lens. Results 31 articles met eligibility criteria and were included in the review. Several design methods were identified that enhanced efficacy of games to change behavior. These included design by local teams, pilot testing, clearly defined targets of behavior change, conscious attention to all aspects of game design including game mechanics, dynamics, aesthetics, and the elicitation of emotions. Delivery with other mediums, leveraging behavioral insights, prior training for delivery and repeated play were also important. Some design elements that were found to reduce efficacy included limited re-playability or lack of ‘fun’ for immersive engagement. Discussion Game design needs to consider all aspects of the context and the mechanisms to achieve the desired behavior change outcomes. Careful design thinking should include consideration of the game mechanics, dynamics, aesthetics, emotions and contexts of the game and the players. People who know the players and the contexts well should design the games or have significant input. Testing in real-world settings is likely to lead to better outcomes. Careful selection and purposeful design of the behavior change mechanisms at play is essential. Fun and enjoyment of the player should be considered, as without engagement there will be no desired intervention effect.


2020 ◽  
Vol 4 (2) ◽  
Author(s):  
Anastasia Elemonie

Social media is important nowadays. With the development of technology today, most people want their needs to be fulfilled in an instant. Speed is the key in most cases. In this era all media gets digitized, the Internet also becomes the mode of carriage for all other media, meaning a lot of information is available on the internet. In today’s competitive business environment, under pressure from the digital revolution, the corporate brand with its identity, image, and reputation becomes the center of gravity for valuable and durable relationships between the firm and all interested parties. The researcher has chosen qualitative data for designing this research. Focus of this research it is aimed to understand the social media that has been used by Cathay Pacific Airways to shape its corporate image in the eyes of public. The analysis shows that the active promotion activities through social media has a big influence in the formation of the expected company image. The use of social media as one of the strategies that Cathay Pacific uses as a means of communication can increase customer engagement. Keywords: Corporate Communication; Corporate Image; Social Media; Perception; Airlines.


Author(s):  
Verónica Baena

This chapter provides a better understanding of the impact that the Internet and mobile sports marketing are having on a business's ability to achieve customer engagement. To achieve this goal, the case of Real Madrid football team is analyzed, as it is calculated to have over 200 million supporters worldwide. Information about Real Madrid was gathered from September 2012 to March 2013 by repeatedly browsing the team's Website, Facebook, Twitter, Instagram, and apps. Data from interviews of Real Madrid's marketing department published in business press and posts was also compiled. Additionally, a focus group was conducted to discuss the customer engagement of Real Madrid's fans. The findings offer new opportunities to get customer engagement. They also highlight the important role of social media to gain insight about the fans.


Author(s):  
Berrin Arzu Eren

This study aims to reveal the advantages and disadvantages offered by internet banking to financial institutions and their customers as well as the reasons why customers use/do not use internet banking. For this purpose, customers' perspectives on internet banking are presented to the reader in the past and present by statistics. This research points out that many customers of the bank around the world still do not use the internet. Hence, internet banking is not an option. Therefore, in this study, suggestions are made to enable the use of internet banking by the wider masses. In addition to internet banking, technological developments and digital innovations in the banking sector are mentioned in the chapter, and the evolution of internet banking is pointed out.


Author(s):  
Farid Huseynov

The gamification term, derived from the game concept, is the use of game-design elements (e.g., points, badges, levels, and leaderboards) in non-game contexts, often with the purpose of motivating and directing individuals' certain behaviors to achieve specific goals and outcomes. The contexts in which gamification is being researched and implemented include education, health, marketing, human resources, social networks, digital platforms, etc. Many studies conducted in various domains tried to understand and explain how gamification can influence or foster individuals' motivation to conduct goal-directed behavior digitally. In most of these conducted studies, significant impact of gamification on human behavior has been observed and proved. By presenting academic findings from literature and discussing real-world implementation examples from the relevant domain, this study assesses the role of digital gamification in e-commerce domain. This chapter shows how various digital game design elements can influence consumer behavior in different e-commerce platforms.


Author(s):  
Farid Huseynov

The gamification term, derived from the game concept, is the use of game-design elements (e.g., points, badges, levels, and leaderboards) in non-game contexts, often with the purpose of motivating and directing individuals' certain behaviors to achieve specific goals and outcomes. The contexts in which gamification is being researched and implemented include education, health, marketing, human resources, social networks, digital platforms, etc. Many studies conducted in various domains tried to understand and explain how gamification can influence or foster individuals' motivation to conduct goal-directed behavior digitally. In most of these conducted studies, significant impact of gamification on human behavior has been observed and proved. By presenting academic findings from literature and discussing real-world implementation examples from the relevant domain, this study assesses the role of digital gamification in e-commerce domain. This chapter shows how various digital game design elements can influence consumer behavior in different e-commerce platforms.


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