Identifying Triggers Within Persuasive Technology and Games for Saving and Money Management

Chapter
Part of the Gaming Media and Social Effects book series (GMSE)

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.

Keywords

Target Behaviour Financial Behaviour Educational Game Money Management Goal Machine 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Notes

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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Copyright information

© Springer Science+Business Media Singapore 2014

Authors and Affiliations

  1. 1.Play Moolah, Private LimitedSingaporeSingapore
  2. 2.James Cook UniversityTownsvilleAustralia

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