Gamification in Education and Business 2014
DOI: 10.1007/978-3-319-10208-5_6
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Towards Leveraging Behavioral Economics in Mobile Application Design

Abstract: People do not always think and behave rationally. Behavioral economics has produced theories to explain when and why people make such allegedly irrational decisions, for example if it comes to spending money. However, humans tend to use reference points to judge and decide. Nowadays, mobile devices can work as flexible tools to create reference points thus supporting decisions without being explicit about it. We discuss if and how mobile apps can influence decision making. As a consequence, apps can be built t… Show more

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Cited by 7 publications
(4 citation statements)
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References 33 publications
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“…Complementarmente, os participantes preferiram características mais básicas do app dirigidas às suas principais preocupações quanto à administração do dinheiro, como poupar, alcançar suas metas e lidar com a sobrevivência no dia a dia. Stockinger et al (2015) aplicaram experimentos de laboratório e campo utilizando um protótipo de app chamado "MoneySaver" com objetivo de discutir como os aplicativos de dispositivos móveis podem influenciar decisões. Os autores observaram que os usuários preferem um app que os ajude a poupar e propuseram "cofrinhos" eletrônicos, chamados "piggy-bank", que funcionam como contas da contabilidade mental.…”
Section: Nudge: Usando As Propensões Psicológicas Em Benefício Dos Agentesunclassified
“…Complementarmente, os participantes preferiram características mais básicas do app dirigidas às suas principais preocupações quanto à administração do dinheiro, como poupar, alcançar suas metas e lidar com a sobrevivência no dia a dia. Stockinger et al (2015) aplicaram experimentos de laboratório e campo utilizando um protótipo de app chamado "MoneySaver" com objetivo de discutir como os aplicativos de dispositivos móveis podem influenciar decisões. Os autores observaram que os usuários preferem um app que os ajude a poupar e propuseram "cofrinhos" eletrônicos, chamados "piggy-bank", que funcionam como contas da contabilidade mental.…”
Section: Nudge: Usando As Propensões Psicológicas Em Benefício Dos Agentesunclassified
“…In the last decade, gamification has slowly begun to intrigue both researchers and practitioners and since 2010 it has become a buzzword [27]. Today it is widely recognised as a trend [9,[41][42][43][44][45].…”
Section: Gamificationmentioning
confidence: 99%
“…The Duolingo platform, for example, rewards the student with insignia for each successful lesson. In addition, the platform gradually provides more lessons as the user earns points to unlock higher levels, as well as providing a frame of comparison between user scores and those of other users previously listed [42].…”
Section: Theoretical Frameworkmentioning
confidence: 99%
“…In recent years, the use of gamification for educational purposes has raised in popularity [34,42,78,106]. Simply put, gamification is a motivational technique that uses game design elements (such as badges, points, and leaderboards) in non-game contexts to trigger positive user behaviors [28,42].…”
Section: Introductionmentioning
confidence: 99%