Gamification of Mobile Banking Applications

Gamification has become a pivotal strategy for enhancing user experiences in digital platforms, particularly in mobile banking applications. The objective of this study is to investigate how gamification can improve user engagement, satisfaction, and loyalty of M-Banking users. This paper presents a systematic literature review, which was refined to 16 articles after rigorous filtering of multiple academic databases. The corpus explores various gamification elements, such as rewards, leaderboards, and challenges, through frameworks namely Technology Acceptance Model (TAM) and Unified Theory of Acceptance and Use of Technology 2 (UTAUT2), as well as clustering methodologies. The findings demonstrate a strong positive impact of gamification on user behavior and adoption. Nevertheless, significant gaps persist, highlighting the need for further research and innovation in this area. This review provides valuable insights for banking professionals and offers directions for future research to further optimize gamified mobile banking applications.

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Publication Details

Journal
Journal of Telecommunications and the Digital Economy
Published
2025-04-05
DOI
https://doi.org/10.18080/jtde.v13n1.1220
Citations
1
Primary Topic
Technology Adoption and User Behaviour
Type
article
Field-Weighted Citation Impact
4.17
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article

Gamification of Mobile Banking Applications

Ahmed Hentati, Rim Jallouli
1 citations
Journal of Telecommunications and the Digital Economy
Technology Adoption and User Behaviour
4.17
article

Gamification of Mobile Banking Applications

Ahmed Hentati, Rim Jallouli
article en
1 citations

Abstract

Gamification has become a pivotal strategy for enhancing user experiences in digital platforms, particularly in mobile banking applications. The objective of this study is to investigate how gamification can improve user engagement, satisfaction, and loyalty of M-Banking users. This paper presents a systematic literature review, which was refined to 16 articles after rigorous filtering of multiple academic databases. The corpus explores various gamification elements, such as rewards, leaderboards, and challenges, through frameworks namely Technology Acceptance Model (TAM) and Unified Theory of Acceptance and Use of Technology 2 (UTAUT2), as well as clustering methodologies. The findings demonstrate a strong positive impact of gamification on user behavior and adoption. Nevertheless, significant gaps persist, highlighting the need for further research and innovation in this area. This review provides valuable insights for banking professionals and offers directions for future research to further optimize gamified mobile banking applications.

Journal of Telecommunications and the Digital EconomyVol. 13(1)
Manouba University (TN)
Openalex Percentile: Top 7%
Technology Adoption and User Behaviour
4.17
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