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Gamification as a Customer Loyalty Tool. Evidence from the Italian Banking Industry

Author

Listed:
  • Valeria Roncone
  • Manuela Massari

Abstract

Over the last few years, gamification, that is the adoption of gaming techniques in non-gaming contexts, has proved to be a powerful tool for customer loyalty and involvement, in many sectors such as, for example: e-learning, tourism, marketing, eco-sustainability and medical health. The objective of this paper is to focus attention on the Italian banking industry in order to investigate the level of implementation of gamification mechanics within the offer of banking products and services. The use of gamification could represent a good opportunity for banks to strengthen the relationship with customers, making a particularly boring activity enjoyable, just by leveraging emotions and psychological factors (fun and motivation). However, from the analysis of the universe of Italian banks taken into consideration, emerges a sector still little inclined to the assimilation of this approach and in the few cases observed a situation of poor diversification between the techniques of gamification.  JEL classification numbers: G20, G21.

Suggested Citation

  • Valeria Roncone & Manuela Massari, 2022. "Gamification as a Customer Loyalty Tool. Evidence from the Italian Banking Industry," Journal of Applied Finance & Banking, SCIENPRESS Ltd, vol. 12(3), pages 1-1.
  • Handle: RePEc:spt:apfiba:v:12:y:2022:i:3:f:12_3_1
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    Citations

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    Cited by:

    1. Dzandu, Michael D. & Hanu, Charles & Amegbe, Hayford, 2022. "Gamification of mobile money payment for generating customer value in emerging economies: The social impact theory perspective," Technological Forecasting and Social Change, Elsevier, vol. 185(C).
    2. Chih-Wei Lin & Chun-Yu Chien & Chi-Pei Ou Yang & Tso-Yen Mao, 2022. "Encouraging Sustainable Consumption through Gamification in a Branded App: A Study on Consumers’ Behavioral Perspective," Sustainability, MDPI, vol. 15(1), pages 1-14, December.

    More about this item

    Keywords

    Digital banking; Mobile applications; Websites; Gamification; customer loyalty; Fun; Motivation; Banking products; Banking services; Banking industry; Italy.;
    All these keywords.

    JEL classification:

    • G20 - Financial Economics - - Financial Institutions and Services - - - General
    • G21 - Financial Economics - - Financial Institutions and Services - - - Banks; Other Depository Institutions; Micro Finance Institutions; Mortgages

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