Abstract
The purpose of this paper is to investigate recent research on the effectiveness of gamification as a design strategy in the development of financial application. This paper briefly introduces the eight Octalysis gamification core drives and how applying gamified principles with the design thinking process can effectively increase user engagement and motivation for services. This paper will refer to works of literature discussing gamification found in services and will provide examples of cases where gamification was incorporated into electronic wallets. The ambition of this research will centre on the creation of electronic wallet prototypes for universal usage.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Boonloy, P., Tangpattanak, J.: Factors affecting decision making to use electronic true money wallet of students of kasetsart university si racha campus chon buri province. UBRU Int. J. 1(2), 1–10 (2021)
Bitrián, P., Buil, I., Catalán, S.: Making finance fun: the gamification of personal financial management apps. Int. J. Bank Mark. (2021)
Bayuk, J., Altobello, S.A.: Can gamification improve financial behavior? The moderating role of app expertise. Int. J. Bank Mark. 37(4), 951–975 (2019)
Chauhan, M., Shingari, I.: Future of e-wallets: a perspective from under graduates. Int. J. Adv. Res. Comput. Sci. Softw. Eng. 7(8), 146 (2017)
Chen, T.-Y., Pan, Y.-H.: A study on the implementation of gamification in mobile payment services. J. Korea Convergence Soc. 13(4), 213–226 (2022)
Chou, Y.-K.: Actionable Gamification: Beyond Points, Badges, and Leaderboards. Packt Publishing Ltd. (2019)
Fischer, H., Heinz, M., Schlenker, L.: Gamifying higher education. Beyond badges, points and Leaderboards. In: Workshop Gemeinschaften in Neuen Medien (GeNeMe) (2016)
Gan, C., Li, H.: Understanding the effects of gratifications on the continuance intention to use WeChat in China: a perspective on uses and gratifications. Comput. Hum. Behav. 78, 306–315 (2018)
Gellner, C., Buchem, I., Müller, J.: Application of the octalysis framework to gamification designs for the elderly. In: Proceedings of the 15th European Conference on Games-Based Learning (2021)
“Was is Design Thinking? - Design Thinking” Hasso-Plattner-Institut (2022). https://hpi.de/school-of-design-thinking/design-thinking/was-ist-design-thinking.html
Patrício, R., Moreira, A.C., Zurlo, F.: Enhancing design thinking approaches to innovation through gamification. Eur. J. Innov. Manag. (2020)
Piras, L., Dellagiacoma, D., Perini, A., Susi, A., Giorgini, P., Mylopoulos, J.: Design thinking and acceptance requirements for designing gamified software. In: 13th International Conference on Research Challenges in Information Science (2019)
Soegoto, D.S., Tampubolon, M.P.: E-wallet as a payment instrument in the millennial era. In: IOP Conference Series: Materials Science and Engineering, vols. 879, no. 1 (2020)
Upadhayaya, A.: Electronic commerce and E-wallet. Int. J. Recent Res. Rev. 1, 37–41 (2012)
Villegas, E., Labrador, E., Fonseca, D., Fernández-Guinea, S., Moreira, F.: Design thinking and gamification: user centered methodologies. In: International Conference on Human-Computer Interaction (2019)
Wong, D., Liu, H., Meng-Lewis, Y., Sun, Y., Zhang, Y.: Gamified money: exploring the effectiveness of gamification in mobile payment adoption among the silver generation in China (2021)
Freitas, S.A.A., Lacerda, A.R., Calado, P.M., Lima, T.S., Canedo, E.D.: Gamification in education: a methodology to identify student’s profile. In: Frontiers in Education Conference (FIE) (2017)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Panyawanich, K., Maguire, M., Pradel, P. (2022). How Effective is the Octalysis Gamification to Design Satisfying Electronic Wallet Experiences?. In: Stephanidis, C., Antona, M., Ntoa, S., Salvendy, G. (eds) HCI International 2022 – Late Breaking Posters. HCII 2022. Communications in Computer and Information Science, vol 1655. Springer, Cham. https://doi.org/10.1007/978-3-031-19682-9_42
Download citation
DOI: https://doi.org/10.1007/978-3-031-19682-9_42
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-19681-2
Online ISBN: 978-3-031-19682-9
eBook Packages: Computer ScienceComputer Science (R0)