Smart money in the Gulf: a content analysis of financial literacy apps across gcc markets and a research agenda

Purpose This research aims to examine the pedagogical and gamification quality of financial literacy applications available in the six Gulf Cooperation Council (GCC) markets. Design/methodology/approach Using a preferred reporting items for systematic reviews and meta-analyses -compliant search strategy, the authors searched the App Store, Google Play and Web applications and identified 312 finance-related titles. After filtering for relevance and duplicate titles, eight of the highest-ranked apps were content-analyzed using a 33-item rubric that combined pedagogical, gamification, technical and usability features with privacy and security features. Findings Only eight apps (12%) passed the basic requirements for structured financial literacy. The average compliance with the rubric was 54%. Gamified widgets such as progress bars and savings pots were used in every app, whereas multi-layered game systems with badges, quests and awards appeared only 25% of the time. Only 15% of the time did sequenced curricula address higher-order themes. Less than half had privacy policies or safeguards for youth data that met standards. They also map apps on a pedagogy × gamification alignment grid: most cluster in the low-pedagogy/moderate-gamification quadrant; none fall in the high-pedagogy/high-gamification quadrant. Research limitations/implications The contribution is a GCC-specific benchmark and an operational alignment map to guide design and policy for culturally grounded financial education. This study provides a transparent, GCC-specific benchmark and alignment map that regulators, banks and educators can use to improve the quality of youth financial education apps. They also outline an eight-area research agenda for the future. Originality/value To the best of the authors’ knowledge, this study is the first cross-market, theory-anchored audit of GCC financial literacy apps, expanding fintech research beyond transactional functionality to educational outcomes and providing a culturally integrated perspective that is often missing from global assessments.

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Publication Details

Journal
Journal of Systems and Information Technology
Published
2026-02-04
DOI
https://doi.org/10.1108/jsit-06-2025-0251
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Smart money in the Gulf: a content analysis of financial literacy apps across gcc markets and a research agenda

Inyoung Chae, Yogesh K. Dwivedi, M. Sadiq Sohail, Mohamed Y.I. Helal
Journal of Systems and Information Technology
Educational Games and Gamification
article

Smart money in the Gulf: a content analysis of financial literacy apps across gcc markets and a research agenda

Inyoung Chae, Yogesh K. Dwivedi, M. Sadiq Sohail, Mohamed Y.I. Helal
article en

Abstract

Purpose This research aims to examine the pedagogical and gamification quality of financial literacy applications available in the six Gulf Cooperation Council (GCC) markets. Design/methodology/approach Using a preferred reporting items for systematic reviews and meta-analyses -compliant search strategy, the authors searched the App Store, Google Play and Web applications and identified 312 finance-related titles. After filtering for relevance and duplicate titles, eight of the highest-ranked apps were content-analyzed using a 33-item rubric that combined pedagogical, gamification, technical and usability features with privacy and security features. Findings Only eight apps (12%) passed the basic requirements for structured financial literacy. The average compliance with the rubric was 54%. Gamified widgets such as progress bars and savings pots were used in every app, whereas multi-layered game systems with badges, quests and awards appeared only 25% of the time. Only 15% of the time did sequenced curricula address higher-order themes. Less than half had privacy policies or safeguards for youth data that met standards. They also map apps on a pedagogy × gamification alignment grid: most cluster in the low-pedagogy/moderate-gamification quadrant; none fall in the high-pedagogy/high-gamification quadrant. Research limitations/implications The contribution is a GCC-specific benchmark and an operational alignment map to guide design and policy for culturally grounded financial education. This study provides a transparent, GCC-specific benchmark and alignment map that regulators, banks and educators can use to improve the quality of youth financial education apps. They also outline an eight-area research agenda for the future. Originality/value To the best of the authors’ knowledge, this study is the first cross-market, theory-anchored audit of GCC financial literacy apps, expanding fintech research beyond transactional functionality to educational outcomes and providing a culturally integrated perspective that is often missing from global assessments.

Journal of Systems and Information Technology
King Fahd University of Petroleum and Minerals (SA), Sungkyunkwan University (KR)
Quality Education
Openalex Percentile: Top 69%
Educational Games and Gamification
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