Positive Affecter and the Path to Green Gamified Banking: Unveiling the Mediation effect of E-banking Services

Abstract Gamification in e-banking has been on the rise, but its research under the prism of sustainability is still unexplored. The study addresses this gap by collecting data from a survey of 264 participants using Partial Least Squares Structural Equation Modeling (PLS-SEM), aiming to investigate positive affectors such as enjoyment, engagement and motivation effecting green gamified banking. The results showed that enjoyment positively affected e-banking usage and green gamified banking adoption. Engagement, especially in green gamified banking, emphasized users’ emotional involvement and significantly affected sustainable behavior, with high activity levels propelling environmentally sound actions. Motivation led to higher e-banking usage and adoption of sustainable practices, emphasizing the motivating force behind these behaviors. Moreover, e-banking services served as mediators, intervening to create positive experiences of green gamified banking. Our research demonstrated that, based on customer experiences of enjoyment, engagement, and motivation, gamification could encourage customers to use e-banking and promote sustainable habits, thereby improving financial literacy and making online transactions effortless. This study offers valuable knowledge for e-banking strategists and marketers. Understanding how pleasant experiences in serious games can motivate environmentally friendly behavior enables stakeholders to make more effective attempts to promote greener behavior among digital financial services, further enhancing the sustainable development of e-banking.

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Publication Details

Journal
Review of Marketing Science
Published
2025-04-18
DOI
https://doi.org/10.1515/roms-2024-0154
Citations
2
Primary Topic
Technology Adoption and User Behaviour
Type
article
Field-Weighted Citation Impact
8.34

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article

Positive Affecter and the Path to Green Gamified Banking: Unveiling the Mediation effect of E-banking Services

Muhammad Farrukh Shahzad, Obaid ul Rehman, Zhongjun Tang
2 citations
Review of Marketing Science
Technology Adoption and User Behaviour
8.34
article

Positive Affecter and the Path to Green Gamified Banking: Unveiling the Mediation effect of E-banking Services

Muhammad Farrukh Shahzad, Obaid ul Rehman, Zhongjun Tang
article en
2 citations

Abstract

Abstract Gamification in e-banking has been on the rise, but its research under the prism of sustainability is still unexplored. The study addresses this gap by collecting data from a survey of 264 participants using Partial Least Squares Structural Equation Modeling (PLS-SEM), aiming to investigate positive affectors such as enjoyment, engagement and motivation effecting green gamified banking. The results showed that enjoyment positively affected e-banking usage and green gamified banking adoption. Engagement, especially in green gamified banking, emphasized users’ emotional involvement and significantly affected sustainable behavior, with high activity levels propelling environmentally sound actions. Motivation led to higher e-banking usage and adoption of sustainable practices, emphasizing the motivating force behind these behaviors. Moreover, e-banking services served as mediators, intervening to create positive experiences of green gamified banking. Our research demonstrated that, based on customer experiences of enjoyment, engagement, and motivation, gamification could encourage customers to use e-banking and promote sustainable habits, thereby improving financial literacy and making online transactions effortless. This study offers valuable knowledge for e-banking strategists and marketers. Understanding how pleasant experiences in serious games can motivate environmentally friendly behavior enables stakeholders to make more effective attempts to promote greener behavior among digital financial services, further enhancing the sustainable development of e-banking.

Review of Marketing ScienceVol. 23(1)
Beijing University of Technology (CN)
National Natural Science Foundation of China
Openalex Percentile: Top 3%
Technology Adoption and User Behaviour
8.34
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