Skip to content

Start typing to find articles and guides.

Your cart is empty

Finance/Business

Safe Failure: How Games Teach Money Skills That Classrooms Cannot

A systematic review of 45 empirical studies found that gamification in personal finance improves financial learning, attitudes, and behavior by increasing engagement and allowing people to learn from mistakes in a risk-free environment, leading to better real-world financial decisions.

TL;DR

  • A PACIS 2025 systematic review of 45 empirical studies found that gamification in personal finance produces an overall positive effect on learning, attitude formation, and behaviour change. Achievement-oriented game elements (points, progress tracking, badges) are the most commonly deployed and studied.
  • A 2025 study of 557 Indian financial app users (Agrawal & Sharma, Financial Planning Review) found that gamification significantly moderates the relationships between financial planning and financial behaviour, and between financial self-efficacy and behaviour. Experienced app users preferred real-time feedback, progress tracking, and social sharing.
  • The "Stock Rising" vocational school experiment in Indonesia increased financial literacy scores from 53.60 to 79.10 — a 47.6% improvement — using a game-based investment simulation.
  • An Adaptive Game-Based Learning (AGBL) model tested with 63 Indonesian secondary students found that adaptive educational games significantly increase motivation, deepen learning, and improve long-term retention of financial literacy concepts.
  • The global gamification market is projected at US$37 billion by 2027 (CAGR 24.8%). Approximately 70% of Forbes Global 2000 companies have contemplated gamifying their operations.
  • The dark side: gamified trading platforms can drive up to 40% more excessive and risky trading. Points and leaderboards that reward frequency of trades rather than quality of decisions create perverse incentives.
  • Investment and risk management are the most prevalent themes in gamified personal finance interventions. Insurance-related applications remain comparatively underexplored. Social game elements (competition, collaboration) receive less attention than achievement-oriented elements.

The Engagement Problem

Financial literacy education faces a fundamental challenge: it is boring. The concepts are abstract, the stakes feel distant, and the delivery — whether classroom lecture, online module, or workplace seminar — rarely competes for attention with the dopamine-rich environments of social media, streaming, and gaming.

The result is predictable. People attend financial education sessions, nod along, and retain almost nothing. A meta-analysis of traditional financial education approaches found that they primarily focus on normative knowledge provision while neglecting the motivational factors that influence better financial management behaviours. The knowledge is transmitted; the behaviour does not change.

Gamification — the application of game-like features in non-game situations — addresses this problem at its root. By making financial learning engaging, competitive, and consequence-free, games create the conditions under which people actually learn.

The PACIS 2025 Systematic Review

The most comprehensive assessment of gamification in personal finance to date was published at the Pacific Asia Conference on Information Systems (PACIS) in 2025. Researchers from Tampere University — Ans Ahmad, Daniel Fernández Galeote, Nannan Xi, and Juho Hamari — systematically reviewed 45 empirical studies to synthesise findings on research contexts, methods, gamification types and elements, and the effects of gamification.

The review's key findings:

  • Overall positive effect: Gamification in personal finance shows an overall positive effect on learning, attitude formation, and behaviour change.
  • Achievement-oriented dominance: Achievement-oriented game elements (points, badges, progress tracking, leaderboards) were favoured in studies, while social game elements (collaboration, team challenges) received less attention and are underexplored.
  • Investment and risk management are the most prevalent themes in gamified personal finance interventions. Insurance-related applications remain comparatively underexplored.
  • Interest has accelerated since 2019, suggesting the field has reached critical mass.

The review also identified six future research agendas, including the need for more rigorous longitudinal studies, greater attention to social and collaborative game mechanics, and investigation of gamification's effects across different demographic and cultural contexts.

The Indian Fintech Study

A 2025 study by Garima Agrawal and Gunjan Sharma, published in Financial Planning Review (Wiley), provides one of the first empirical examinations of gamification's moderating role in personal finance within a developing-country context.

The study collected data from 557 users of financial apps in India and employed Partial Least Squares Structural Equation Modeling (PLS-SEM) to test a behavioural model comprising six constructs: financial attitude, financial self-efficacy, financial planning, gamification, and financial behaviour.

Key findings:

  • Gamification significantly moderates the relationships between financial planning and financial behaviour, and between financial self-efficacy and behaviour.
  • Gamification does not significantly moderate the relationship between financial attitude and behaviour — suggesting that gamification works by reinforcing planning and confidence, not by changing underlying attitudes.
  • Experienced app users preferred features such as real-time feedback, progress tracking, and social sharing.
  • All constructs demonstrated strong discriminant validity, and gamification emerged as a distinct and effective behavioural reinforcement mechanism.

The study's practical implications are clear: banks and fintech firms can integrate gamified elements to boost user engagement, support goal-setting, and foster better financial habits. Policymakers and educators may incorporate gamification into financial literacy programmes to enhance user participation — provided ethical safeguards are in place to protect against manipulation.

The Stock Rising Experiment

A 2026 study published in the Jurnal Riset dan Aplikasi: Akuntansi dan Manajemen tested a game-based investment simulation called "Stock Rising" with vocational school students in Indonesia. Using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation), the researchers built a game that simulated investment practices in the capital market.

The results were striking: average financial literacy scores increased from 53.60 to 79.10 — a 47.6% improvement. The game was found to be engaging, educational, and practical as a learning medium. The study concluded that Stock Rising can contribute as a practical learning tool in vocational institutions to educate students in the world of finance.

The Stock Rising experiment is significant because it demonstrates that gamification works not just for engagement but for measurable knowledge transfer. The 47.6% improvement is substantially larger than what most classroom-based financial literacy interventions achieve.

Adaptive Game-Based Learning

A 2025 study from Indonesia's Institut Teknologi Sepuluh Nopember (ITS) developed and tested an Adaptive Game-Based Learning (AGBL) model for financial literacy. The model extended the Dynamical Model for Gamification of Learning (DMGL) by incorporating adaptive game mechanics and the ARCS motivational framework (Attention, Relevance, Confidence, Satisfaction).

Using the Delphi method, expert insights were collected to determine design criteria and evaluation metrics. The game prototype was tested with 63 students, examining motivation, engagement, and learning outcomes.

Findings revealed that adaptive educational games can significantly increase motivation, deepen learning, and improve long-term retention of financial literacy concepts. The study highlighted the importance of personalised, adaptable educational tools, showing how these can be applied across different educational themes, especially in diverse and developing education systems.

The AGBL study is notable for its focus on adaptivity — the game adjusts to the learner's level, ensuring that content is neither too easy (boring) nor too hard (frustrating). This is the zone of proximal development that maximises learning, and it is difficult to achieve in a one-size-fits-all classroom setting.

The Dark Side of Gamification

Gamification is not an unqualified good. The same mechanics that motivate savings can motivate excessive risk-taking. Research shows that gamified trading platforms can drive up to 40% more excessive and risky trading. Points and leaderboards that reward frequency of trades rather than quality of decisions create perverse incentives.

The mechanism is straightforward: gamification activates both intrinsic and extrinsic motivation. When the extrinsic rewards (points, badges, leaderboard position) are aligned with the desired behaviour (consistent saving, diversified investing), gamification is a force for good. When extrinsic rewards are aligned with platform revenue (frequent trading, larger positions, higher leverage), gamification becomes a tool for exploitation.

The distinction is not in the game mechanics but in the incentive design. A progress bar that tracks savings rate is fundamentally different from a leaderboard that ranks users by number of trades. Both are gamification. One builds wealth; the other extracts it.

The ethical framework proposed by Agrawal and Sharma is worth reiterating: gamification should be integrated into financial literacy programmes with ethical safeguards to protect against manipulation. The designer's responsibility is to align game incentives with user well-being, not platform revenue.

The Market Context

The global gamification market is projected to reach US$37 billion by 2027, with a compound annual growth rate of 24.8%. Approximately 70% of Forbes Global 2000 companies have contemplated gamifying their operations. The financial services sector is a significant and growing share of this market.

The integration of gamification into financial contexts has expanded significantly, encompassing financial management, business applications, entrepreneurship activities, consumer markets, banking services, blockchain, financial robo-advisors, and educational interventions. This surge in practical applications and scholarly inquiry indicates that the field has reached a critical mass — and that the question is no longer whether to gamify but how to gamify responsibly.

Implications for Practice

  1. Use simulation before real money. The Stock Rising experiment demonstrates that game-based investment simulation produces measurable knowledge gains. Every financial literacy programme should include a simulation component where learners can make mistakes without real consequences.

  2. Design for adaptivity. The AGBL model shows that adaptive games — which adjust difficulty to the learner's level — outperform static ones. One-size-fits-all gamification leaves beginners frustrated and experts bored.

  3. Reward quality, not frequency. The dark side of gamification emerges when incentives reward the wrong behaviour. Design points, badges, and leaderboards around savings rate, portfolio diversification, and goal achievement — not transaction frequency.

  4. Add social mechanics. The PACIS review found that social game elements (collaboration, team challenges, peer comparison) are underexplored relative to achievement-oriented elements. Social accountability is a powerful motivator that gamification has not yet fully leveraged.

  5. Build for mobile-first, short-session learning. The most successful gamified financial interventions are designed for 5–10 minute sessions on mobile devices — fitting into the interstices of daily life rather than requiring dedicated learning time.

  6. Establish ethical guardrails. Gamification that exploits psychological vulnerabilities for engagement metrics is not innovation — it is manipulation. Design ethics into the incentive structure from the start.

The Bigger Picture

Games solve the two hardest problems in financial literacy: engagement and safe failure. People avoid financial education because it is boring and because getting it wrong has real consequences. Games make it interesting and make failure costless.

The evidence is now robust: gamification works. It increases motivation, deepens learning, improves retention, and — when designed well — transfers to real-world behaviour. The challenge is not efficacy but ethics: ensuring that the game mechanics serve the player's long-term well-being rather than the platform's short-term revenue.

The $37 billion gamification market will grow regardless. The question is whether it grows toward exploitation or empowerment.


Sources: Ahmad et al. (2025), PACIS Proceedings, Tampere University; Agrawal & Sharma (2025), Financial Planning Review, Wiley; Stock Rising Study (2026), JRAAM; AGBL Study (2025), International Journal of Information and Education Technology; Gamification-Based Sharia PFM Study (2026), Al-Kharaj; Fortune Business Insights (2019)

Back to blog

Read Next

Finance/Business

Tokenized Equities & RWAs: The $5 Trillion Opportunity

The RWA market just got its missing link — deterministic routing that makes tokenized stock trading actually work. When the...
I F ·3 MIN READ
Finance/Business

The Week AI Agents Got a Credit Card

The OpenAI–Visa partnership is the most significant infrastructure commitment yet to agentic commerce — and it draws the battle lines...
I F ·10 MIN READ
Finance/Business

The End of the Rivalry: Wall Street Goes All-In on Crypto

The Kraken CEO didn't just predict a trend — he called the end of a decade-long war. When the largest...
I F ·3 MIN READ
FROM THE LIBRARY

Guides for getting better at the things that matter.

A growing collection of playbooks, frameworks, and deep dives.