{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,2,13]],"date-time":"2026-02-13T13:28:02Z","timestamp":1770989282096,"version":"3.50.1"},"reference-count":82,"publisher":"Emerald","issue":"3","content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2026,2,16]]},"abstract":"<jats:sec>\n                    <jats:title>Purpose<\/jats:title>\n                    <jats:p>This paper aims to examine how gamification features influence user retention (UR) in mobile payment applications, specifically focusing on the Portuguese market.<\/jats:p>\n                  <\/jats:sec>\n                  <jats:sec>\n                    <jats:title>Design\/methodology\/approach<\/jats:title>\n                    <jats:p>Based on a proposed theoretical framework, a quantitative study using survey data from 263 consumers assessed the impact of specific gamification elements \u2013 such as rewards (REW), competition (COM), feedback, cooperation, narrative (NAR) and social experience (SE) \u2013 on UR.<\/jats:p>\n                  <\/jats:sec>\n                  <jats:sec>\n                    <jats:title>Findings<\/jats:title>\n                    <jats:p>MPA's features related to REW, NARs and SE significantly enhance UR. For individuals with previous experience with gamification in MPAs, REW are not a predictor. For potential new adopters without experience in gamification, the UR is influenced by the SE and collaboration features. A segmentation with a k-means cluster analysis reveals four consumer profiles, underscoring the importance of tailoring gamification strategies to different motivational and behavioral patterns.<\/jats:p>\n                  <\/jats:sec>\n                  <jats:sec>\n                    <jats:title>Research limitations\/implications<\/jats:title>\n                    <jats:p>The study is limited to the Portuguese context. Future research should expand geographically, include longitudinal data and integrate behavioral data to strengthen the findings.<\/jats:p>\n                  <\/jats:sec>\n                  <jats:sec>\n                    <jats:title>Practical implications<\/jats:title>\n                    <jats:p>This research provides practical guidance for mobile payment providers on the effective use of gamification to increase UR. It emphasizes the need for demographic segmentation and tailored approaches in gamification design.<\/jats:p>\n                  <\/jats:sec>\n                  <jats:sec>\n                    <jats:title>Originality\/value<\/jats:title>\n                    <jats:p>While gamification has been widely studied in other domains, its application in mobile payment services remains underexplored. This study contributes to the literature by offering empirical evidence on the role of gamification in consumer behavior within the mobile payment context, specifically in an underrepresented market.<\/jats:p>\n                  <\/jats:sec>","DOI":"10.1108\/ijbm-07-2025-0567","type":"journal-article","created":{"date-parts":[[2026,2,13]],"date-time":"2026-02-13T12:17:12Z","timestamp":1770985032000},"page":"547-570","source":"Crossref","is-referenced-by-count":0,"title":["Understanding the impact of gamification features on user retention: evidence from a mobile payment app"],"prefix":"10.1108","volume":"44","author":[{"given":"Rita","family":"Neiva","sequence":"first","affiliation":[{"name":"School of Economics, Management, and Political Science, University of Minho Master in Business and Management, , ,","place":["Braga, Portugal"]}]},{"given":"H\u00e9lder","family":"Ferreira","sequence":"additional","affiliation":[{"name":"School of Economics, Management, and Political Science, University of Minho Department of Management, , ,","place":["Braga, Portugal"]},{"name":"UNIDCOM\/IADE- Unidade de Investiga\u00e7\u00e3o em Design e Comunica\u00e7\u00e3o , ,","place":["Lisbon, Portugal"]}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-3918-5108","authenticated-orcid":true,"given":"Ant\u00f3nio","family":"Azevedo","sequence":"additional","affiliation":[{"name":"iBMS - Centre for Research in Business, Markets and Society, School of Economics, Management, and Political Science, University of Minho , ,","place":["Braga, Portugal"]}]}],"member":"140","published-online":{"date-parts":[[2025,10,15]]},"reference":[{"key":"2026021307170988100_ref001","doi-asserted-by":"publisher","DOI":"10.1016\/j.jdmm.2021.100559","article-title":"The impact of gamification adoption intention on brand awareness and loyalty in tourism: the mediating effect of customer engagement","volume":"20","author":"Abou-Shouk","year":"2021","journal-title":"Journal of Destination Marketing and Management"},{"issue":"3","key":"2026021307170988100_ref002","doi-asserted-by":"publisher","first-page":"706","DOI":"10.1108\/prr-06-2022-0074","article-title":"The moderating role of gamification toward intentions to use mobile payments applications in Bahrain: an integrated approach","volume":"8","author":"Akhtar","year":"2024","journal-title":"PSU Research Review"},{"issue":"4","key":"2026021307170988100_ref003","doi-asserted-by":"publisher","first-page":"351","DOI":"10.1108\/JSIT-01-2020-0010","article-title":"Effect of gratification on user attitude and continuance use of mobile payment services: a developing country context","volume":"22","author":"Alhassan","year":"2020","journal-title":"Journal of Systems and Information Technology"},{"issue":"8","key":"2026021307170988100_ref004","doi-asserted-by":"publisher","DOI":"10.1371\/journal.pone.0134863","article-title":"The interaction of economic rewards and moral convictions predict attitudes toward resource use","volume":"10","author":"Bastian","year":"2015","journal-title":"PLoS One"},{"issue":"4","key":"2026021307170988100_ref005","doi-asserted-by":"publisher","first-page":"951","DOI":"10.1108\/IJBM-04-2018-0086","article-title":"Can gamification improve financial behavior? 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