Gamification On Mobile Banking Application: A Literature Review

Putri Taqwa Prasetyaningrum, Purwanto Purwanto, A. F. Rochim
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Abstract

Gamification is a design strategy for applying game elements in a non-game context for the purpose of changing individual behavior. Gamification and its motivational potential are seen as a trend for enhance and promote user engagement in various contexts. Many application companies have adopted gamification, which aims to make consumers more attractive and loyal. Given the ambivalent evidence on the effectiveness of gamification Gamification's popularity has grown dramatically over the years, as seen by an increase in the number of gamification apps and more studies. Gamification might be personalized to people with various demographic and psychological characteristics, particularly in the banking industry. While the use of gamification in many underserved areas, such as banking, will provide amazing outcomes, most research investigating the role of gamification in banking have found that it has a significant influence on increasing consumer engagement and enhancing system performance. This research did a detailed review of the gamification literature and assessed the research methods and findings in gamification research in mobile banking in this study, which provides a more comprehensive overview of the topic. The goal of this research is to categorize and classify gamification in mobile banking, as well as to analyze the current state of the art to aid future research. For managerial and academic consequences, further research directions are also recommended.
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手机银行应用的游戏化:文献综述
游戏化是一种在非游戏环境中应用游戏元素以改变个体行为的设计策略。游戏化及其激励潜力被视为在各种情况下增强和促进用户粘性的趋势。许多应用程序公司都采用了游戏化,目的是让消费者更具吸引力和忠诚度。鉴于关于游戏化有效性的矛盾证据,从游戏化应用数量的增加和更多研究中可以看出,多年来游戏化的受欢迎程度急剧上升。游戏化可以针对具有各种人口统计学和心理特征的人进行个性化,特别是在银行业。虽然在许多服务不足的领域(如银行业)使用游戏化将带来惊人的结果,但大多数调查游戏化在银行业中的作用的研究发现,它对提高消费者参与度和提高系统性能具有重大影响。本研究对游戏化文献进行了详细的回顾,并对本研究中手机银行游戏化研究的研究方法和发现进行了评估,从而对该主题进行了更全面的概述。本研究的目的是对手机银行的游戏化进行分类和分类,并分析当前的技术状况,以帮助未来的研究。从管理上和学术上考虑,提出了进一步的研究方向。
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