Please use this identifier to cite or link to this item: http://hdl.handle.net/10125/63745

FinCraft: Immersive Personalised Persuasive Serious Games for Financial Literacy Among Young Decision-Makers

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Title:FinCraft: Immersive Personalised Persuasive Serious Games for Financial Literacy Among Young Decision-Makers
Authors:Rasco, Aldrich
Chan, Johnny
Peko, Gabrielle
Sundaram, David
Keywords:Advances in Teaching and Learning Technologies
financial decision making
financial literacy
gamification
gaming platform
show 5 moreimmersive
personalisation
persuasive systems
serious games
youth
show less
Date Issued:07 Jan 2020
Abstract:FinCraft is an open source gaming platform to enhance financial literacy. Research has shown a growing concern for financial literacy and financial decision-making across several age groups and interventionist programme methods. However, very few focused on the youth demographic specifically. Fewer, considered fun and sustainable means of financial literacy enhancement. In a day and age of instant gratification, people gravitate towards familiar and engaging content. In this paper, we posit starting financial literacy enhancement early - during the teenage years of individuals, so secure saving and spending habits can be adopted prior to adult years and responsibility. Through gamification, FinCraft aims to bridge the familiarity and engagement gap that makes financial literacy, an unexplored, significant part of growing up. We propose various conceptual and system artefacts at the intersection of serious games and learning analytics for financial literacy.
Pages/Duration:10 pages
URI:http://hdl.handle.net/10125/63745
ISBN:978-0-9981331-3-3
DOI:10.24251/HICSS.2020.006
Rights:Attribution-NonCommercial-NoDerivatives 4.0 International
https://creativecommons.org/licenses/by-nc-nd/4.0/
Appears in Collections: Advances in Teaching and Learning Technologies


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