Bank-It

Mobile devices are quickly becoming the predominant platform for entertainment and communication between young adults in the U.S. While mobile gaming is a prominent activity among 12 to 17 year-olds (as 48% use a cell phone to play games, (Lenhart et al., 2008) and urban minority girls in this age group are likely to play games on these devices (Purcell et al., 2010), girls in this population are most likely to use mobile devices for maintaining social communications (Lenhart et al., 2008). The app Bank-It is designed to incorporate the social communications aspect of mobile computing that are successful among the target population with game mechanisms (challenges, goals, feedback, and safe play space) that will make instruction of Financial Literacy an engaging, motivating, and fun experience (Deterding, 2011).

 

A Mobile Financial Literacy Game
PDF Articles
/sites/default/files/articles/Bank-It-%20A%20Mobile%20Financial%20Literacy%20Game.pdf
Download Count
85
Update DOI
Off
DOI / Citations
https://doi.org/10.1184/R1/6686783.v1