3 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

    The motivational power of mobile gamified exercise apps

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    This study analyses how gamification motivates users of gamified mobile exercise apps and enhances their health. Data from 276 Fitbit users were analysed using structural equation modelling. The findings showed that feelings of competence and autonomy arise when exercise apps include achievement and progression-oriented affordances, and that feelings of relatedness arise with social, immersion and achievement and progression-oriented affordances. They also revealed that exercise apps should satisfy the needs for competence and relatedness to develop individuals’ intrinsic motivation, which in turn leads to greater physical, mental and social health. These findings offer insights for managers in this industry

    Boosting brand engagement and loyalty through gamified loyalty programmes

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    Gamification has emerged as a way of increasing conventional loyalty programmes effectiveness by promoting engagement. This study analyses whether gamified loyalty programme engagement transfers to a more enduring engagement and loyalty towards the brand. Using data from members of MyMcDonald’s Rewards, the results showed that customer engagement with the gamified loyalty programme promotes customer brand engagement, which subsequently favours brand loyalty and increases share-of-purchase and share-of-wallet
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