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A Conceptual Replication of the Effects of Gamification on U.K. Adults’ Ability to Reach a Saving Goal

Hashim, N., Scopelliti, I. ORCID: 0000-0001-6712-5332 & Steinmetz, J. ORCID: 0000-0003-3299-4858 (2024). A Conceptual Replication of the Effects of Gamification on U.K. Adults’ Ability to Reach a Saving Goal. In: Soman, D. (Ed.), What works, what doesn't (and when). . University of Toronto Press.

Abstract

Our Goal: To understand whether gamification can motivate behaviors that are typically not enjoyable to pursue, such as saving money.

The Intervention: A gamified web app to track savings which would motivate participants’ pursuit of a saving goal over a four-week period using progress bars, badges, and a leaderboard.

The Results: We expected participants in the gamified condition to save more toward their goal and find the process of reaching their saving goal more enjoyable than participants in the control condition, but we only found tentative support for the first prediction and no support for the second prediction.

Lesson Learned: Gamification-based interventions that were effective in lab studies may be less immersive and engaging in field settings.

Publication Type: Book Section
Additional Information: This chapter has been published in "What works, what doesn't (and when)" by University of Toronto Press. It's be available at: https://utorontopress.com/9781487548735/what-works-what-doesn-and-x2019t-and-when/
Subjects: H Social Sciences > HB Economic Theory
T Technology > T Technology (General)
Departments: Bayes Business School > Management
[thumbnail of Hashim, Scopelliti, Steinmetz final.pdf] Text - Accepted Version
This document is not freely accessible due to copyright restrictions.

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