Abstract
In this chapter, Xi and Marsh explore the area of persuasive technology and games and their effectiveness in informing users/players about savings and money management and in persuading users/players to take actions to save. They found that players were able to identify the triggers within the persuasive technology and persuasive game that inform them about savings and provide examples of these money lessons in their daily lives.
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Acknowledgments
Thanks to Gerald Tock, Singapore-MIT Gambit Game Lab, and Min Xuan Lee, Arul Prasad, Alam Kasenally, Han MD, CNM, NUS, who have been instrumental in the work at PlayMoolah.
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Tan Yan Xi, A., Marsh, T. (2014). Identifying Triggers Within Persuasive Technology and Games for Saving and Money Management. In: Baek, Y., Ko, R., Marsh, T. (eds) Trends and Applications of Serious Gaming and Social Media. Gaming Media and Social Effects. Springer, Singapore. https://doi.org/10.1007/978-981-4560-26-9_4
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DOI: https://doi.org/10.1007/978-981-4560-26-9_4
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