255 research outputs found

    Making finance fun: the gamification of personal financial management apps

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    Although gamification is a trending topic, few studies have explored its use in the finance industry. Drawing on SDT and the TAM, this study extends previous research and adds new insights into the effects of gamification in this context. This study integrates self-determination theory (SDT) and the technology acceptance model (TAM) to explore how gamification increases users' motivation and intention to use personal financial management (PFM) apps, and how it facilitates their adoption. Data from 208 users of the Mint app were analyzed using partial least squares structural equation modeling. The results showed that gamifying PFM apps satisfies users' needs for competence and autonomy and enhances their autonomous motivation to use them. Users' motivation increases their perceptions of ease of use and usefulness of the apps and causes them to develop more favorable attitudes toward them. The findings also confirmed a relationship between users' attitudes toward PFM apps and the behavioral intention to use them. To investigate the generalizability of results, studies using other PFM apps would be useful. The cross-sectional nature of the research also limits its causal inference. This research provides support for the use of gamification in PFM apps and offers suggestions that may help fintech companies and banks to persuade users to engage with their apps

    Gamifikasi sebagai Metode untuk Mendapatkan Customer Loyalty: Review Literatur

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    Customer loyalty merupakan salah satu hal penting dibidang bisnis. Hal tersebut dikarenakan customer loyalty dapat memberikan tambahan pendapatan bagi sektor bisnis. Customer loyalty diterapkan tidak hanya pada bisnis retail saja, tetapi banyak sektor bisnis lainnya yang menerapkannya. Customer loyalty memiliki beberapa variabel dan faktor yang dapat mempengaruhinya. Hal tersebut antara lain adalah engagament, satisfaction dan brand. Ketiga faktor tersebut dapat dihasilkan dari penerapan gamifikasi. Oleh karena itu, dalam penelitian ini akan dijelaskan mengenai gamifikasi yang dapat mempengaruhi customer loyalty. Pada penelitian ini juga akan dibahas elemen game apa yang sesuai dengan konteks ini, bagaimana cara penerapannya dan apa dampak yang akan dihasilkannya. Hasil dari penelitian ini menyimpulkan bahwa terdapat beberapa elemen gamifikasi yang dapat diterapkan. Ditunjukkan pula implementasi gamifikasi yang cocok untuk permasalahan ini.Customer loyalty is one of the important things in the business area. This is because customer loyalty can provide additional revenue for the business sector. Customer loyalty is applied not only to the retail business, but many other business sectors that implement it. Customer loyalty has several variables and factors that can influence it. These include engagament, satisfaction and brand. These three factors can be generated from the application of gamification. Therefore, in this study we will explain about gamification that can affect customer loyalty. In this study, the elements of the game will be discussed in accordance with this context, how to implement them and what impacts they will produce. The results of this study conclude that there are several gamification elements that can be applied. Also demonstrated the implementation of gamification that is suitable for this problem

    Customer loyalty through gamification: MB Way case study

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    Gamification has been applied in various contexts, following evolving technology and innovation trends. This study aims to investigate gamification's impact on customer loyalty through an analysis of the MB WAY Challenge. Due to the current pandemic, the population has been adapting its behaviour towards payment methods, increasing financial transactions through their smartphones. As such, this case study of the MB WAY Challenge has been following this trend, providing game components to its side to reach new users. The literature review provides an overview of the main concepts to be addressed: gamification, enjoyment, engagement, behaviour intention, and customer loyalty. The framework was developed based on the literature review and other models developed by other authors. The empirical part of the present study was conducted through an online survey distributed through several channels to obtain as many respondents as possible. Partial Least Squares (PLS) were used to evaluate the research. The results revealed that gamification significantly impacts customer loyalty through user behaviour intention, while engagement intention does not influence consumer loyalty. Other conclusions were drawn, having specific implications that may contribute to future studies making conscious decisions when determining the antecedents for a more complex analysis of gamification's impact on customer loyalty.A gamificação tem vindo a ser aplicada em diversos contextos, acompanhando a tendência de evolução da tecnologia e inovação. O propósito deste estudo é investigar o impacto que a gamificação tem na fidelização dos clientes, através de uma análise ao MB WAY Challenge. Devido à atual pandemia com que nos deparamos, a população tem vindo a adaptar o seu comportamento face aos métodos de pagamento, aumentando as transações financeiras através dos seus smartphones. Como tal, o presente caso de estudo do MB WAY Challenge tem vindo a acompanhar esta tendência, proporcionando componentes de jogo à sua vertente, para alcançar novos utilizadores. A revisão de literatura serve para dar um overview dos principais conceitos a serem abordados, nomeadamente, gamificação, prazer, engajamento, intenção de comportamento, e fidelização de clientes. O enquadramento foi desenvolvido com base na revisão de literatura e noutros modelos desenvolvidos por outros autores. A parte empírica do presente estudo foi realizada através de um questionário online, que foi distribuído por diversos canais para obter o maior número de respondentes possíveis. O Partial Least Squares (PLS) foi utilizado para avaliar a investigação. Os resultados revelaram que a gamificação tem um impacto positivo significativo na fidelização de clientes, através da intenção de comportamento do utilizador, enquanto a intenção de engajamento não influencia a fidelização dos consumidores. Outras conclusões foram retiradas, tendo certas implicações que podem contribuir para que estudos futuros possam realizar decisões conscientes quando determinarem os antecedentes para uma análise mais complexa do impacto da gamificação na fidelização de clientes

    Understanding hotel visitors’ motives to use hotel gamified applications

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    While hospitality has been one of the industries that have been keen to adopt and use various technologies, the proliferation of gamification application is still to materialise. It is therefore very interesting to investigate the potential benefits of gamified applications in the area of the hospitality industry by identifying the motives of individuals’ when they use a hotel-gamified application. Hospitality industry is becoming more and more competitive and surviving and marketing a destination has become a challenge, so in order to gain a competitive advantage, the use of modern technology is crucial for many destination-marketing organizations. Gamification can be applied in technology-mediated and non-technology-mediated contexts. Within technology-mediated contexts, gamification is more applicable due to the favourable environment that such context offers. Recent evolutions indicate that mobile devices are becoming travel buddies and their use is profoundly influencing the different phases of a travellers’ journey. Hence, it could be assumed, that a mobile hotel gamified application is now easier than ever to develop and succeed. Since fun has become the requirement to ensure continuous demands for many products or services, companies and organizations feel the need to involve fun in their offerings to secure continuity in consumption and use. Therefore, this study aims to understand the meaning of fun for individuals when they will use a hotel-gamified application, using visual material so the interviewees would have an idea of how a hotel-gamified application would look if it was in existence today based on the current definitions of gamification

    Impact of Gamification on Consumers’ Online Impulse Purchase: The Mediating Effect of Affect Reaction and Social Interaction

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    Drawing upon the stimulus-organism-response (S-O-R)framework, this study developeda theoretical model to examine the impact mechanismof two gamification features on individuals’ impulse purchase in the context of Double Eleven. An empirical survey was conducted and 716 valid questionnaires were collected from consumers using Taobao and Tmall platforms in China.Structural equation modelling method was used to examine the research model. The empirical results suggestedthat rewards giving and badges upgradinggamification features werepositivelyassociated with perceived enjoyment and social interaction reactions, which in turn hadstrong influenceson consumers’ impulse purchase. This study providesnew insights in understandingonline impulsive buyingbehaviorsby incorporatingthe mechanism of gamificationin the new research context of Double Eleven

    When function meets emotion, change can happen: societal value propositions and disruptive potential in fintechs

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    Fintechs, as providers of digital service innovations and as highly relevant and novel channels through which to deliver entrepreneurial finance based on the creative use of state-of-the-art technology in the financial domain, have thus far mainly been addressed in research by examining the functional aspects of their value propositions (VPs). This article thus sets out to gain insights into the interplay and overall role of societal VPs as potential antecedents and change catalysts in the formation of the often promised disruptive potential of fintechs for the financial sector. In an inductive, theory-building approach, the authors first examine how societal VPs transcend individual functional and emotional ones for entrepreneurs, and conclude with a conceptual model of how the former can build up the disruptive potential of fintechs and deliver apt solutions for entrepreneurs seeking finance

    A conceptual framework to implement gamification on online courses of computer programming learning: implementation

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    Piteira, M., Costa, C. J., & Aparicio, M. (2017). A conceptual framework to implement gamification on online courses of computer programming learning: implementation . In 10th International Conference of Education, Research and Innovation (ICERI2017) (pp. 7022-7031). (ICERI2015 Proceedings). IATED Academy.On the last years, gamification has studient in variuous contexts, such as marketing, health, sports and education. According to literature, gamification integrates "elements of game design in non-game context", with the objective of increasing users' engagement in certain activities. Therefore gamification integration on information systems should follow a formal and clear design process. However, these gamification design processes for specific contexts are not still defined. Thus, based on a literature review the authors proposed in a previously conducted study a framework for the implementation of gamification in online courses of computer programming learning. The framework is composed of the following dimensions: target audience, general goals, learning outcomes, topics, contents, gamification, cognitive absorption, flow, and personality. In the scope of this paper, authors present and describe the implementation of the conceptual framework. In order to achieve the objective, an online course of fundamentals of programming was designed and implemented, based on the previously proposed framework having then been launched a questionnaire to the students who attended the online course. The student's attitudes towards game elements have been identified.authorsversionpublishe

    When Students Are Players: Toward a Theory of Student-Centric Edu-Gamification Systems

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    The idea that games impact learning is not new to pedagogy. Within the last decade, there has been an increased use of games for higher education, social engagement, marketing, and business training. When used within a higher education setting, a gamification system does not operate within a vacuum, but rather is imbued with and embedded in the learning content of the course. So, to thoroughly understand the system’s impact on learning outcomes, we must consider how the learning content within the system and the instructor’s behaviors might impact student motivation to use the system and thus the outcomes of use. A gap in knowledge exists regarding how to include these aspects in the examination of the phenomenon. This gap is addressed through the presentation of a Theoretical Model of Student-Centric Edu-Gamification Systems. Additionally, references are provided for established empirical instruments that can be adapted to operationalize the proposed model. Taken together, these contributions set the stage for both practitioners and academics to engage in research toward the development of student-centric educational gamification systems

    Employees Management: Evidence from Gamification Techniques

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    key determinants of e-commerce usage and repurchase intention

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    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.e06383Nowadays, companies know that keeping customers engaged is essential to increase their loyalty. The main goal of this study is to understand the impact of gamification and reputation on the intention of repurchase in e-commerce. Gamification corresponds to the regular usage of game elements in non-game context. This study purposes a theoretical model indicating the determinants of repurchase intention. Here we present an empirical study (survey collected data) within a real e-commerce usage context. Data were analysed with SEM/PLS method. Results indicate a positive impact of trust on the intention to use of e-commerce, on buy frequency and on repurchase intention. Ease of use, usefulness of e-commerce platforms affect intension to use. We verified the impact of reputation on trust, as well as the impact of gamification on the effective use of the e-commerce platforms. Results indicate that gamified e-commerce websites determine usage and use positively influences repurchase intention in e-commerce context. Gamification, e-commerce, Repurchase intention, Information systems modelpublishersversionpublishe
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