Table 3.

Causal model estimation

Hypothesised relationshipsβt-value
H1: M-banking ubiquity is positively related to perceived usefulness0.468.03***
H2: M-banking gamification is positively related to perceived entertainment0.406.77***
H3: Self-congruence of m-banking users is positively related to subjective norms0.458.68***
H4: Innovativeness of m-banking users is positively related to novelty-seeking0.469.43***
H5: Perceived usefulness is positively related to the overall perceived value of m-banking0.445.96***
H6: Perceived entertainment is positively related to the overall perceived value of m-banking−0.101.44ns
H7: Subjective norms are positively related to the overall perceived value of m-banking0.345.15***
H8: Novelty-seeking is positively related to the overall perceived value of m-banking0.242.95***
H9: Perceived value is positively related to customers’ continuance intention to use m-banking0.506.93***
ConstructsR2Q2f2
Perceived usefulness0.210.150.32
Perceived entertainment0.160.120.01
Subjective norms0.200.150.16
Novelty seeking0.210.150.09
Overall perceived value0.510.350.34
Continuance intention to use0.250.21/
Ubiquity  0.27
Gamification  0.19
Self-congruence  0.26
Innovativeness  0.25

Notes:

***p < 0.001; ns = not significant; SRMR = 0.06

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