How Gamification Can Be Used to Help Consumers Reach Their Saving Goals

We test the hypothesis that gamification can increase consumer saving behavior. In a field study (N = 331), consumers who logged their savings over a 4-week period in a gamified web app were more likely to reach their saving goal than consumers who used a non-gamified version of the app.



Citation:

Nethal Hashim, Irene Scopelliti, and Janina Steinmetz (2021) ,"How Gamification Can Be Used to Help Consumers Reach Their Saving Goals", in NA - Advances in Consumer Research Volume 49, eds. Tonya Williams Bradford, Anat Keinan, and Matthew Matthew Thomson, Duluth, MN : Association for Consumer Research, Pages: 906-906.

Authors

Nethal Hashim, City, University of London
Irene Scopelliti, City, University of London
Janina Steinmetz, City University of London



Volume

NA - Advances in Consumer Research Volume 49 | 2021



Share Proceeding

Featured papers

See More

Featured

Communicating a Promise of Change: Visual Steps Enhance Process Imagery

Luca Cian, University of Virginia, USA
aradhna krishna, University of Michigan, USA
Chiara Longoni, Boston University, USA

Read More

Featured

The "Healthy=Lighter" Heuristic

Nico Heuvinck, IESEG School of Management
Yi Li, Macquarie University
Mario Pandelaere, Virginia Tech, USA

Read More

Featured

Guilt Undermines Consumer Willingness to Buy More Meaningful Time

Ashley V. Whillans, Harvard Business School, USA
Elizabeth W. Dunn, University of British Columbia, Canada

Read More

Engage with Us

Becoming an Association for Consumer Research member is simple. Membership in ACR is relatively inexpensive, but brings significant benefits to its members.