Budget Attack: Gamifying the Budget Planning Experience
Authors
Bork, Andreas Heldbjerg ; Rosenlund, Lasse Schøne ; Bech, Christoffer
Term
4. term
Education
Publication year
2017
Submitted on
2017-05-22
Pages
88
Abstract
Projektet undersøgte, om det at gøre budgetlægning til et spil (gamification) kunne motivere brugere til at komme i gang med et budget i højere grad end ved at bruge netbank. Til formålet blev spillet Budget Attack udviklet, og det simulerede automatisk import af brugerens personlige økonomi, så oplysningerne kunne indgå som spilelementer. Spillet er i en slotskrigs-genre: Regninger vises som fjendtlige slotte, der skal besejres én ad gangen. Når spillet var gennemført, fik spilleren et samlet budgetoverblik. I et eksperiment prøvede 12 deltagere både at planlægge et budget i deres netbank og i spillet. Data blev indsamlet via spørgeskema og interview. Deltagerne rapporterede, at Budget Attack var lettere at bruge til budgetlægning end netbank. Udsagn pegede også på, at spillet var mere underholdende og engagerende, og alle deltagere udtrykte, at de gerne ville spille et budgetlægningsspil, hvis deres bank tilbød det.
This project examined whether turning budget planning into a game (gamification) could motivate people to start a budget more than using an online banking tool (netbank). To test this, the team developed Budget Attack, which simulated automatically importing a user’s personal finances so they could appear as elements in the game. The game uses a castle-battle format: bills appear as enemy castles to defeat one by one. When the game is completed, the player receives a full budget overview. In an experiment, 12 participants tried budgeting both in their online bank and in the game. Data were collected through a questionnaire and an interview. Participants reported that Budget Attack was easier for budgeting than using a netbank. Their statements also suggested the game was more enjoyable and engaging, and all participants said they would like to play a budgeting game if their bank offered it.
[This abstract was generated with the help of AI]
Keywords
Gamification ; Budget Planning ; Banking ; Experience ; Motivation ; E-banking ; Gamifying ; Game
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