Establishing a digital savings platform for youth incorporating gamification elements.
| dc.contributor.author | Chikonye, Godwell | |
| dc.date.accessioned | 2026-10-13T16:54:56Z | |
| dc.date.issued | 2026-06 | |
| dc.description.abstract | There is a significant savings mobilisation challenge in Zimbabwe's youth. Although mobile money like EcoCash, OneMoney and InnBucks have been ICTs widely available, less than 30% of Zimbabwe's youth aged between 18 and 35 have a formal savings account at the banks (Reserve Bank of Zimbabwe, 2023). This study assessed the feasibility and design considerations of a digital savings platform that combines gamification features that resonate with the motivational, behavioural and financial requirements of youth in Zimbabwe. The study employed a quantitative cross sectional survey, which followed a positivist research oriented philosophy of the study and used a deductive research method. Structured self-administered questionnaires were administered to 200 youths from Harare and Bindura using stratified random sampling technique. Developed on the basis of the questionnaires that have been evaluated by experts and prepared with a high degree of reliability, it was adapted for the needs of this study and resulted in good to excellent internal reliability (Cronbach's alpha was between 0.74 and 0.89). Google Forms were used to collect data and IBM SPSS Statistics Version 26 was used to analyse it using descriptive statistics, Pearson correlation analysis and multiple regression analysis between March and April, 2026. Theoretical foundations in the study were the Theory of Planned Behaviour (TPB), the Self-Determination theory (SDT), and the Technology Acceptance Model (TAM/UTAUT2). Descriptive results affirmed the central problem of underdeveloped formal use of digital banking services (M = 2.49) while mobile money is very commonly used. This overall perception of gamification was quite high (M = 4.03), and the social group saving challenges had an even higher score (M = 4.31). There was a very high intention to adopt a gamified savings platform (M = 4.12); 79% indicated that they would adopt an adoption platform. The multiple regression analysis yielded an explanation of 69.9% of the variance of the adoption intention (Adjusted R2 = 0.699, and F (4, 195) = 93.14, p < 0.001). The test results of the three null hypotheses were all rejected. The study findings are that social gamification features, progress visualisation and savings streaks are the most effective motivators for Zimbabwean youths; and regulatory clarity and data-light design are the most important deployment conditions. A blueprint four-layer conceptual framework is proposed in developing platforms. Financial institutions, Reserve Bank of Zimbabwe, POTRAZ and future researchers are key target groups from whom key recommendations are intended. | |
| dc.identifier.uri | https://ir.buse.ac.zw/handle/123456789/851 | |
| dc.language.iso | en | |
| dc.publisher | BUSE | |
| dc.subject | Gamification | |
| dc.subject | Digital savings platform | |
| dc.subject | Youth financial inclusion | |
| dc.subject | Technology acceptance | |
| dc.subject | Zimbabwe | |
| dc.subject | Mobile money | |
| dc.subject | Adoption intention | |
| dc.title | Establishing a digital savings platform for youth incorporating gamification elements. | |
| dc.type | Thesis |
