{"id":{"repo_id":"otago-polytech","oai_identifier":"oai:null:10652/5710"},"canonical_url":"https://search.dev.ndltd.org/etd/otago-polytech/oai:null:10652/5710","repository":{"repo_id":"otago-polytech","name":"Otago Polytechnic","base_url":"https://www.researchbank.ac.nz/server/oai/request"},"display":{"title":"Effects of gamification mechanisms on the behaviour of bank customers using credit cards","abstract":"RESEARCH QUESTIONS • Which gamification elements are most desired among credit card users in the banking context? • Is there a significant relationship between gamification and customer engagement, satisfaction, and intention? • Does the use of reward points in gamification influence purchasing behaviour among credit card users? ABSTRACT The technique of integrating game design into non-game businesses has received much attention in recent years. Examples include banks that offer points, rewards/benefits, and discounts, usually intending to increase credit card usage and increase customer engagement, satisfaction, and intentions. The purpose of this study is to investigate the effects of the gamification mechanism on the behaviour of bank customers using credit cards. To investigate the hypotheses that gamification influences engagement, satisfaction, and intention on customer purchasing behaviours when using credit cards, an online questionnaire was distributed to 88 participants throughout New Zealand using a convenience sample approach. According to the findings, a higher reward points value in gamification significantly influenced engagement and satisfaction in bank customers to use credit cards while making purchases. However, the findings did not support that gamification affects customer intention. An independent sample t-test was used to analyse the data. The findings contribute to the field of gamification research and encourages banking sectors to consider how they may improve the customer purchase experience by refining the gamification elements into products and services. Further research could be undertaken to determine how much banks and other financial institutions profit by implementing gamification into their products and services.","abstract_html":"RESEARCH QUESTIONS • Which gamification elements are most desired among credit card users in the banking context? • Is there a significant relationship between gamification and customer engagement, satisfaction, and intention? • Does the use of reward points in gamification influence purchasing behaviour among credit card users? ABSTRACT The technique of integrating game design into non-game businesses has received much attention in recent years. Examples include banks that offer points, rewards/benefits, and discounts, usually intending to increase credit card usage and increase customer engagement, satisfaction, and intentions. The purpose of this study is to investigate the effects of the gamification mechanism on the behaviour of bank customers using credit cards. To investigate the hypotheses that gamification influences engagement, satisfaction, and intention on customer purchasing behaviours when using credit cards, an online questionnaire was distributed to 88 participants throughout New Zealand using a convenience sample approach. According to the findings, a higher reward points value in gamification significantly influenced engagement and satisfaction in bank customers to use credit cards while making purchases. However, the findings did not support that gamification affects customer intention. An independent sample t-test was used to analyse the data. The findings contribute to the field of gamification research and encourages banking sectors to consider how they may improve the customer purchase experience by refining the gamification elements into products and services. Further research could be undertaken to determine how much banks and other financial institutions profit by implementing gamification into their products and services.","abstract_has_math":false,"creators":["Gautam, Prabesh"],"institution":"Otago Polytechnic","degree_name":"Master of Applied Management","degree_level":"Masters","degree_discipline":null,"degree_department":null,"school":null,"contributors":[],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2022,"date_issued":"2022","date_published":"2022","updated_at":"2026-07-27T20:28:28Z","subjects":["New Zealand","banks","credit card users","consumer behaviour","engagement","gamification","customer engagement"],"languages":["en"],"rights":["Attribution-NonCommercial-NoDerivatives 4.0 International"],"rights_urls":["http://creativecommons.org/licenses/by-nc-nd/4.0/"],"identifier_entries":[{"key":"dc:identifier.doi","label":"DOI","values":["https://doi.org/10.34074/thes.5710"],"render_values":[{"text":"https://doi.org/10.34074/thes.5710","href":"https://doi.org/10.34074/thes.5710","code":true}]}]},"links":{"outbound_url":"https://hdl.handle.net/10652/5710","outbound_label":"Handle","outbound_source":"dc:identifier.uri"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:creator","label":"Author","values":["Gautam, Prabesh"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.accessioned","label":"Dc Date Accessioned","values":["2022-05-24T01:25:32Z"]},{"key":"dc:date.available","label":"Dc Date Available","values":["2022-05-24T01:25:32Z"]},{"key":"dc:date.issued","label":"Date","values":["2022"]},{"key":"dc:type","label":"Dc Type","values":["Masters Thesis"]},{"key":"thesis:degree_level","label":"Degree Level","values":["Masters"]},{"key":"thesis:degree_name","label":"Degree Name","values":["Master of Applied Management"]},{"key":"thesis:institution_name","label":"Thesis Institution Name","values":["Otago Polytechnic"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["New Zealand","banks","credit card users","consumer behaviour","engagement","gamification","customer engagement"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language.iso","label":"Language (ISO)","values":["en"]},{"key":"dc:rights","label":"Dc Rights","values":["Attribution-NonCommercial-NoDerivatives 4.0 International"]},{"key":"dc:rights.uri","label":"Rights URI","values":["http://creativecommons.org/licenses/by-nc-nd/4.0/"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier.doi","label":"DOI","values":["https://doi.org/10.34074/thes.5710"]},{"key":"dc:identifier.uri","label":"Identifier URI","values":["https://hdl.handle.net/10652/5710"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["RESEARCH QUESTIONS • Which gamification elements are most desired among credit card users in the banking context? • Is there a significant relationship between gamification and customer engagement, satisfaction, and intention? • Does the use of reward points in gamification influence purchasing behaviour among credit card users? ABSTRACT The technique of integrating game design into non-game businesses has received much attention in recent years. Examples include banks that offer points, rewards/benefits, and discounts, usually intending to increase credit card usage and increase customer engagement, satisfaction, and intentions. The purpose of this study is to investigate the effects of the gamification mechanism on the behaviour of bank customers using credit cards. To investigate the hypotheses that gamification influences engagement, satisfaction, and intention on customer purchasing behaviours when using credit cards, an online questionnaire was distributed to 88 participants throughout New Zealand using a convenience sample approach. According to the findings, a higher reward points value in gamification significantly influenced engagement and satisfaction in bank customers to use credit cards while making purchases. However, the findings did not support that gamification affects customer intention. An independent sample t-test was used to analyse the data. The findings contribute to the field of gamification research and encourages banking sectors to consider how they may improve the customer purchase experience by refining the gamification elements into products and services. Further research could be undertaken to determine how much banks and other financial institutions profit by implementing gamification into their products and services."]},{"key":"dc:title","label":"Title","values":["Effects of gamification mechanisms on the behaviour of bank customers using credit cards"]}]}],"canonical_facts":{"dc:creator":["Gautam, Prabesh"],"dc:date.accessioned":["2022-05-24T01:25:32Z"],"dc:date.available":["2022-05-24T01:25:32Z"],"dc:date.issued":["2022"],"dc:description.abstract":["RESEARCH QUESTIONS • Which gamification elements are most desired among credit card users in the banking context? • Is there a significant relationship between gamification and customer engagement, satisfaction, and intention? • Does the use of reward points in gamification influence purchasing behaviour among credit card users? ABSTRACT The technique of integrating game design into non-game businesses has received much attention in recent years. Examples include banks that offer points, rewards/benefits, and discounts, usually intending to increase credit card usage and increase customer engagement, satisfaction, and intentions. The purpose of this study is to investigate the effects of the gamification mechanism on the behaviour of bank customers using credit cards. To investigate the hypotheses that gamification influences engagement, satisfaction, and intention on customer purchasing behaviours when using credit cards, an online questionnaire was distributed to 88 participants throughout New Zealand using a convenience sample approach. According to the findings, a higher reward points value in gamification significantly influenced engagement and satisfaction in bank customers to use credit cards while making purchases. However, the findings did not support that gamification affects customer intention. An independent sample t-test was used to analyse the data. The findings contribute to the field of gamification research and encourages banking sectors to consider how they may improve the customer purchase experience by refining the gamification elements into products and services. Further research could be undertaken to determine how much banks and other financial institutions profit by implementing gamification into their products and services."],"dc:identifier.doi":["https://doi.org/10.34074/thes.5710"],"dc:identifier.uri":["https://hdl.handle.net/10652/5710"],"dc:language.iso":["en"],"dc:rights":["Attribution-NonCommercial-NoDerivatives 4.0 International"],"dc:rights.uri":["http://creativecommons.org/licenses/by-nc-nd/4.0/"],"dc:subject":["New Zealand","banks","credit card users","consumer behaviour","engagement","gamification","customer engagement"],"dc:title":["Effects of gamification mechanisms on the behaviour of bank customers using credit cards"],"dc:type":["Masters Thesis"],"thesis:degree_level":["Masters"],"thesis:degree_name":["Master of Applied Management"],"thesis:institution_name":["Otago Polytechnic"]},"updated_at":"2026-07-27T20:28:28Z"}