Fincraft: Immersive personalised persuasive serious games for financial literacy among young decision-makers

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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.

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CITATION STYLE

APA

Rasco, A., Chan, J., Peko, G., & Sundaram, D. (2020). Fincraft: Immersive personalised persuasive serious games for financial literacy among young decision-makers. In Proceedings of the Annual Hawaii International Conference on System Sciences (Vol. 2020-January, pp. 32–41). IEEE Computer Society. https://doi.org/10.24251/hicss.2020.006

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