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Making finance fun: the gamification of personal financial management apps
International Journal of Bank Marketing ( IF 6.3 ) Pub Date : 2021-06-30 , DOI: 10.1108/ijbm-02-2021-0074
Paula Bitrián , Isabel Buil , Sara Catalán

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.



中文翻译:

让金融变得有趣:个人理财应用的游戏化

目的

本研究整合了自我决定理论 (SDT) 和技术接受模型 (TAM),以探讨游戏化如何提高用户使用个人理财 (PFM) 应用程序的动机和意图,以及它如何促进他们的采用。

设计/方法/方法

使用偏最小二乘结构方程模型分析了来自 Mint 应用程序的 208 名用户的数据。

发现

结果表明,游戏化 PFM 应用程序满足了用户对能力和自主性的需求,并增强了他们使用它们的自主动机。用户的动机增加了他们对应用程序的易用性和实用性的看法,并导致他们对应用程序产生更有利的态度。调查结果还证实了用户对 PFM 应用程序的态度与使用它们的行为意图之间的关系。

研究限制/影响

为了调查结果的普遍性,使用其他 PFM 应用程序的研究会很有用。研究的横截面性质也限制了其因果推断。

实际影响

这项研究为在 PFM 应用程序中使用游戏化提供了支持,并提供了可能有助于金融科技公司和银行说服用户使用他们的应用程序的建议。

原创性/价值

尽管游戏化是一个热门话题,但很少有研究探讨其在金融行业中的应用。本研究利用 SDT 和 TAM,扩展了先前的研究,并增加了对游戏化在这种情况下的影响的新见解。

更新日期:2021-06-30
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