Identifying triggers within persuasive technology and games for saving and money management

Tan Yan Xi, Audrey, and Marsh, Tim (2014) Identifying triggers within persuasive technology and games for saving and money management. In: Baek, Youngykyun, Ko, Ryan, and Marsh, Tim, (eds.) Trends and Application of Serious Gaming and Social Media. Gaming Media and Social Effects . Springer, Singapore, pp. 51-70.

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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.

Item ID: 27813
Item Type: Book Chapter (Research - B1)
ISBN: 978-981-4560-25-2
Keywords: persuasive technology, persuasive games, serious games, play, learn, behaviour change
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Date Deposited: 01 Jul 2014 05:00
FoR Codes: 17 PSYCHOLOGY AND COGNITIVE SCIENCES > 1702 Cognitive Science > 170202 Decision Making @ 50%
08 INFORMATION AND COMPUTING SCIENCES > 0806 Information Systems > 080602 Computer-Human Interaction @ 50%
SEO Codes: 89 INFORMATION AND COMMUNICATION SERVICES > 8902 Computer Software and Services > 890203 Computer Gaming Software @ 50%
97 EXPANDING KNOWLEDGE > 970110 Expanding Knowledge in Technology @ 50%
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