Gamification (Applications)

Our team is integrating gamification across diverse contexts, including e-commerce, e-banking, programming education, ERP, and specific phases of the data science process.

Aparicio, M., Costa, C. J., & Moises, R. (2021). Gamification and reputation: key determinants of e-commerce usage and repurchase intention. Heliyon, 7(3), e06383. https://doi.org/10.1016/j.heliyon.2021.e063

Rodrigues, L,  Oliveira, A.,  Rodrigues, H.,  Costa, C. (2019) “Assessing consumer literacy on financial complex products” Journal of Behavioral and Experimental Finance 22, 93-104

Piteira, M., Costa, C. J., & Aparicio, M. (2018). Computer Programming Learning: How to Apply Gamification on Online Courses?. Journal of Information Systems Engineering & Management, 3(2), 11. https://doi.org/10.20897/jisem.2018

Piteira, M., Costa, C. J., & Aparicio, M. (2017). CANOE e Fluxo: Determinantes na adoção de curso de programação online gamificado. RISTI-Revista Ibérica de Sistemas e Tecnologias de Informação, (25), 34-53

Rodrigues, L. F., Oliveira, A. & Costa, C. (2016). Playing seriously – How gamification and social cues influence bank customers to use gamified e-business applications. Computers in Human Behavior. 63, 392-407

Rodrigues, L. F., Costa, C. & Oliveira, A. (2016). Gamification: A framework for designing software in e-banking. Computers in Human Behavior. 62, 620-634

Rodrigues, L. F., Oliveira, A. & Costa, C. (2016). Does ease-of-use contribute to the perception of enjoyment? A case of gamification in e-banking. Computers in Human Behavior. 61, 114-126