The following dissertation strives to understand whether gamification can influence Montepios’ customer segments Children and Young Professionals towards positive customer loyalty attitudes. With the help of a focus group, financial literacy is identified as an appropriate source to gamifiy and with the help of a 5-step framework for gamification strategies in financial literacy a first game is conceptualized for Montepio. The same game concept is tested towards loyalty attitudes through a survey that is distributed through social media channels and a competing Portuguese consumer bank. The survey is designed around a technology acceptance model (TAM) stating that the perceived usefulness, the perceived ease-of-use and the perceived enjoyment of a technology are positively related to customer loyalty, which is composed by word-of-mouth, future purchase intentions and complaining behavior. A multiple regression analysis tests positively the relationship. Hence, this dissertation concludes that gamification can indeed be a potential source of positive loyalty attitudes for Montepio, depending on the motivations of Montepio’s customers to play such a game. A successful game is always built around the gamer’s motivations to play the game. Therefore, Montepio needs to understand first their target segments’ motivations and choose the right game-mechanics that meet these motivations and create then an engaging game.
Date of Award | 2015 |
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Original language | English |
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Awarding Institution | - Universidade Católica Portuguesa
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Supervisor | Rute Xavier (Supervisor) |
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- Mestrado em Gestão: Programa Internacional
Playing parenting with gamification at Montepio Geral: how a consumer bank increases customer loyalty by helping parents to educate their children
Lourenço, A. X. (Student). 2015
Student thesis: Master's Thesis