From play to pay: A systematic review of gamification in modern financial ecosystems

As traditional financial sectors increasingly integrate technological innovations, gamification has emerged as a transformative approach that redefines financial management by making it engaging, educational, and accessible. This research paper presents a systematic literature review of gamified finance, employing the TCCM (Theories, Contexts, Characteristics, and Methodologies) framework and the SPAR-4-SLR protocol to consolidate and analyse extant studies. Our review synthesizes evidence from diverse contexts, including mobile banking, digital payments, investment platforms, and neo broker applications, to elucidate how gamification elements such as challenges, rewards, leader boards, and interactive feedback influence user engagement, financial literacy, and behavioural intentions. By mapping key drivers (e.g., perceived value, gamified elements, ease of use), mediators (e.g., self-efficacy, subjective norms), and outcomes (e.g., behavioural intention, financial well-being), our findings offer a nuanced understanding of the multifaceted impacts of gamified finance. Furthermore, we identify significant gaps in current research, future research directions are proposed to address these gaps, suggesting the incorporation of emerging methodologies, cross-cultural studies, and longitudinal designs. This paper contributes to the academic discourse by providing a comprehensive roadmap for future innovations in gamified finance, with practical implications for financial institutions, app developers, and policymakers seeking to foster financial inclusion and sustainable user engagement.

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Publication Details

Journal
Acta Psychologica
Published
2026-04-07
DOI
https://doi.org/10.1016/j.actpsy.2026.106780
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

From play to pay: A systematic review of gamification in modern financial ecosystems

Rajshree Misara, Saurabh Mishra, Swati Sharma, Saurabh Mittal
Acta Psychologica
Educational Games and Gamification
article

From play to pay: A systematic review of gamification in modern financial ecosystems

Rajshree Misara, Saurabh Mishra, Swati Sharma, Saurabh Mittal
article en

Abstract

As traditional financial sectors increasingly integrate technological innovations, gamification has emerged as a transformative approach that redefines financial management by making it engaging, educational, and accessible. This research paper presents a systematic literature review of gamified finance, employing the TCCM (Theories, Contexts, Characteristics, and Methodologies) framework and the SPAR-4-SLR protocol to consolidate and analyse extant studies. Our review synthesizes evidence from diverse contexts, including mobile banking, digital payments, investment platforms, and neo broker applications, to elucidate how gamification elements such as challenges, rewards, leader boards, and interactive feedback influence user engagement, financial literacy, and behavioural intentions. By mapping key drivers (e.g., perceived value, gamified elements, ease of use), mediators (e.g., self-efficacy, subjective norms), and outcomes (e.g., behavioural intention, financial well-being), our findings offer a nuanced understanding of the multifaceted impacts of gamified finance. Furthermore, we identify significant gaps in current research, future research directions are proposed to address these gaps, suggesting the incorporation of emerging methodologies, cross-cultural studies, and longitudinal designs. This paper contributes to the academic discourse by providing a comprehensive roadmap for future innovations in gamified finance, with practical implications for financial institutions, app developers, and policymakers seeking to foster financial inclusion and sustainable user engagement.

Acta PsychologicaVol. 266
Indian Institute of Information Technology Allahabad (IN), Fore School of Management (IN)
Indian Institute of Information Technology, Allahabad
Zero hunger
Openalex Percentile: Top 7%
Educational Games and Gamification
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