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Gamification in banking: a review, synthesis and setting research agenda

Shilpa Chauhan (Department of Business Administration, Aligarh Muslim University, Aligarh, India)
Asif Akhtar (Department of Business Administration, Aligarh Muslim University, Aligarh, India)
Ashish Gupta (Department of Marketing, Indian Institute of Foreign Trade (IIFT), New Delhi, India)

Young Consumers

ISSN: 1747-3616

Article publication date: 7 June 2021

Issue publication date: 20 July 2021

1379

Abstract

Purpose

The objective of this paper is to explore and extend the existing literature on the use of gamification in banking.

Design/methodology/approach

Gamification is a new concept, further its application in banking is in a nascent stage both from the perspective of research and application. To systematise the limited literature and to draw the future research prospects, studies are presented based on theories, characteristics, context and methodologies framework.

Findings

The synthesis of the literature on gamification opened to a spectrum of areas to determine the future of gamification in the banking industry. The study emphasises the use of social and psychological theory building in the banking industry. Further, the research on game elements is an underexplored area in the banking domain, while they have well exploited in other contexts. Banking context needs more literature evidence, empirically tested and validated research methods to understand the personality traits and customer behaviour arising from the use of gamification.

Practical implications

For bank management, this study lays the impact of gamification in this era of digital banking. With the right mix of hedonic and utilitarian elements, bank management shall be able to boost financial literacy, improve saving habits, simplify banking products and strengthen knowledge updates among bank employees. Understanding the key elements and present status of research on gamification and their impact on customer behaviour development is crucial for the bank in building strategic advantage.

Originality/value

This study on gamification applied explicitly to the banking sector. With no clear application of the elements and mechanics of technology used in gamification, this study presents past literature in a systematised manner and draws the future research agenda of gamification in banking services.

Keywords

Citation

Chauhan, S., Akhtar, A. and Gupta, A. (2021), "Gamification in banking: a review, synthesis and setting research agenda", Young Consumers, Vol. 22 No. 3, pp. 456-479. https://doi.org/10.1108/YC-10-2020-1229

Publisher

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Emerald Publishing Limited

Copyright © 2021, Emerald Publishing Limited

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