4.2 Article

Making finance fun: the gamification of personal financial management apps

期刊

INTERNATIONAL JOURNAL OF BANK MARKETING
卷 39, 期 7, 页码 1310-1332

出版社

EMERALD GROUP PUBLISHING LTD
DOI: 10.1108/IJBM-02-2021-0074

关键词

Personal financial management apps; Gamification; Self-determination theory; TAM

类别

资金

  1. Spanish Ministry of Economy, Industry and Competitiveness
  2. European Regional Development Fund [ECO2017-82103-P]
  3. Spanish Ministry of Universities [FPU19/01471]
  4. Government of Aragon (GENERES Group) [S-54_20R]
  5. FEDER

向作者/读者索取更多资源

This study combines self-determination theory (SDT) and the technology acceptance model (TAM) to investigate how gamification boosts users' motivation and intention to use personal financial management apps, and how it promotes their adoption. The findings demonstrate that gamifying PFM apps satisfies users' needs for competence and autonomy, leading to enhanced autonomous motivation and more favorable attitudes towards the apps. Additionally, there is a confirmed relationship between users' attitudes towards PFM apps and their behavioral intention to use them.
Purpose 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. Design/methodology/approach Data from 208 users of the Mint app were analyzed using partial least squares structural equation modeling. Findings 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. Research limitations/implications 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. Practical implications 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. Originality/value 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.

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