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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
01
Survey
- Google Forms, Likert scales
- Demographics, usage, preferences
02
Preparation
- Cleaning, binary feature flags
- Encoding, normalisation
03
Hypothesis tests
- ANOVA: rewards vs usage
- Chi-square: gender
- Pearson, linear regression
04
Findings
- Rewards ↔ higher usage
- No gender difference found
[ KEY ]
Technical highlights
- 01
Found that interest in rewards-based features was associated with more frequent mobile banking use.
- 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