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Quantitative Research · Silver Explorer Award · 2025

Gamified Mobile Banking: User Adoption Research

A survey study of how gamified features (rewards, challenges, progress) affect mobile banking use among Bangladeshi university students, tested with four hypotheses.

[ RES ]

Key results

Respondents
49
University students in Bangladesh, January 2025
Hypotheses
4
ANOVA, chi-square, correlation, regression
[ ARC ]

Architecture

  1. 01

    Survey

    • Google Forms, Likert scales
    • Demographics, usage, preferences
  2. 02

    Preparation

    • Cleaning, binary feature flags
    • Encoding, normalisation
  3. 03

    Hypothesis tests

    • ANOVA: rewards vs usage
    • Chi-square: gender
    • Pearson, linear regression
  4. 04

    Findings

    • Rewards ↔ higher usage
    • No gender difference found
[ KEY ]

Technical highlights

  1. 01

    Found that interest in rewards-based features was associated with more frequent mobile banking use.

  2. 02

    Presented as a poster at the 3rd International Poster Competition for Young Researchers, winning the Silver Explorer Award.

[ LIM ]

Limits & lessons

  • A 49-person convenience sample: findings are suggestive for this population, not generalisable.
[ STK ]

Stack

  • Python
  • pandas
  • SciPy
  • statsmodels
  • Survey research