[PDF] Making finance fun: the gamification of personal financial management apps | Semantic Scholar (2024)

14 Citations

Promoting fintech: driving developing country consumers’ mobile wallet use through gamification and trust
    S. U. RahmanBang Nguyen-VietYen Thi Hoang NguyenSohail Kamran

    Business, Computer Science

    International Journal of Bank Marketing

  • 2024

Based on TCT theory, this study enriches m-wallet research by examining two important factors, gamification and trust, and thus provides insights into how to improve consumers’ intentions to continue using m-wallets in developing countries.

  • PDF
Adoption and use of digital financial services: A meta analysis of barriers and facilitators
    Catarina NevesTiago OliveiraFernando SantiniLuis Gutman

    Business, Computer Science

    Int. J. Inf. Manag. Data Insights

  • 2023
  • 1
  • PDF
Financial Well-being and Its Psychological Determinants— An Emerging Country Perspective
    Vineeth MathewSanthosh Kumar P. K.Sanjeev M A

    Psychology, Economics

    FIIB Business Review

  • 2022

Financial well-being (FWB) is critical to subjective well-being—a crucial component in measuring social progress. This study explores the simultaneous influence of five psychological traits of

  • 1
Unlock Financial Knowledge in Managers Through Games
    J. ReuterM. Ferreira DiasMaria Jose SouzaAhmad Ryad SoobhanyAmjed Hendi

    Computer Science, Business

    European Conference on Games Based Learning

  • 2022

A gap is found that justifies further research on the formal use of DGBL in the adult population, namely for the development of financial literacy, and a proposal for a model for designing digital games for financial literacy is proposed.

  • PDF
System and Information Qualities in Mobile Fitness Apps and Their Effects on User Behavior and Performance

The empirical results show that system quality and information quality are two key determinants of MFA goal setting and goal tracking use, which significantly influence a user’s goal achievement and behavioral change in terms of physical activities.

Sampatti Personal Financial Management Application Development Integrated with Indonesian Stock Market Data
    Alberic Aptatio AstriLindrianasari

    Business, Computer Science

    2023 International Conference on Information…

  • 2023

A personal financial management system that will empower users to manage their finances by enabling them to record income, expenses and investments that utilizes data from the Indonesian stock market is introduced.

Financial literacy decision tree game: A system development exposé
    Melany LotterC. Okoro

    Education, Computer Science

    9th International Conference on Higher Education…

  • 2023

The study describes the design of a game to educate young graduates while imbibing life-long personal financial management skills and how the game design can be implemented to assist students in gaining financial education before venturing into the working world.

  • PDF
    Helen X. H. Bao

    Law, Economics

: Through a systematic and critical review of the literature, we assembled a list of behavioural biases identified in the housing market and a taxonomy of behavioural interventions tested extensively

  • PDF
Implementación de estrategias gamificadas en el marco de la comunicación organizacional
    Lira Isis Valencia Quecano

    VISUAL REVIEW. International Visual Culture…

  • 2022

El presente estudio analiza el uso de la gamificación como estrategia en el proceso de comunicación organizacional. Se realizó una revisión literaria sistematizada de 50 artículos sobre el uso de

  • 1
  • PDF
ProjectStir: A driving car application to measure driving performance with game-centric approaches
    Muhamad FajarThomas Galih SatriaFrancisco Maruli PanggabeanDavidGalih Dea Pratama

    Computer Science, Engineering

    Software Impacts

  • 2024

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85 References

Why so serious? Gamification impact in the acceptance of mobile banking services
    G. BaptistaT. Oliveira

    Business, Computer Science

    Internet Res.

  • 2017

The findings show that there is a direct and strong relationship between gamification and intention to use mobile banking services, supporting that, when used and designed properly, gamification can help make banking activities more exciting, more interesting and more enjoyable, and in turn increase customer acceptance, engagement and satisfaction.

  • 144
Can gamification improve financial behavior? The moderating role of app expertise
    J. BayukSuzanne A. Altobello

    Computer Science, Business

    International Journal of Bank Marketing

  • 2019

Examining how already having a financial gamification application impacts perceptions of knowledge and expertise, as well as intentions to save given a more socially focused vs economically focused savings app, suggests that consumers varied in their preferences for certain financial game app features based on past financial app experience.

  • 52
Determinants of Intention to Use the Mobile Banking Apps: An Extension of the Classic TAM Model
    Francisco Muñoz-LeivaS. Climent-ClimentF. Liébana-Cabanillas

    Business, Computer Science

  • 2016

A technology acceptance model that integrates the innovation diffusion theory, perceived risk and trust in the classic TAM model, and an approach to external influences is developed in order to shed light on what factors determine user acceptance of mobile banking applications.

  • 338
  • PDF
International Journal of Information Management Why Do People Use Gamification Services?
    Juho HamariJonna Koivisto

    Psychology, Computer Science

This work examines the relationship between utilitarian, hedonic and social motivations and continued use intention as well as attitude toward gami-fication in the context of gamification and suggests that the relationship between utilitarian benefits and use is mediated by the attitude toward the use of gamification.

  • 485
Does gamified elements influence on user’s intention to adopt and intention to recommend internet banking?
    S. RahiM. A. Ghani

    Business, Computer Science

    The International Journal of Information and…

  • 2019

The authors advance the body of knowledge on this subject by proposing moderating relationship of gamification between user’s intention to adopt and intention to recommend internet banking in social network and augmented the e-commerce literature in the internet banking adoption context.

  • 49
Investigating the effect of gamification elements on bank customers to personalize gamified systems
    Elnaz NasirzadehM. Fathian

    Business, Computer Science

    Int. J. Hum. Comput. Stud.

  • 2020
  • 28
Gamification and the impact of extrinsic motivation on needs satisfaction: Making work fun?
    R. MitchellLisa SchusterHyun Seung Jin

    Psychology, Business

  • 2018
  • 154
Mobile banking adoption of the youth market
    Ulun AkturanNuray Tezcan

    Business, Computer Science

  • 2012

It was found that perceived usefulness, perceived social risk, perceived performance risk and perceived benefit directly affect attitudes towards mobile banking, and that attitude is the major determinant of mobile banking adoption intention.

  • 477
Playing seriously - How gamification and social cues influence bank customers to use gamified e-business applications
    L. RodriguesAbílio OliveiraC. Costa

    Business, Computer Science

    Comput. Hum. Behav.

  • 2016
  • 114
Analyzing the impact of consumer innovativeness and perceived risk in internet banking adoption
    Vikas ChauhanR. YadavVipin Choudhary

    Business, Computer Science

    International Journal of Bank Marketing

  • 2019

The findings show the significant positive influence of perceived usefulness, ease of use, attitude, II and DSI on consumer’s intention to adopt internet banking.

  • 89

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    [PDF] Making finance fun: the gamification of personal financial management apps | Semantic Scholar (2024)
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