MOneyQU: A Gamified Android Based Personal Finance Recording Application


  • Firdayanti Juwono Universitas Multimedia Nusantara Tangerang, Indonesia
  • Dennis Gunawan Universitas Multimedia Nusantara Tangerang, Indonesia



Android-based application, Hedonic Motivation System Adoption Model, Marczewski gamification framework, MOneyQU; personal finance recording


Financial management is a knowledge which is not only important to learn but also important to be applied in life of each individual. In recognizing financial conditions, motivation can be one of the factors which influence it. Gamification can be one way to increase the motivation and must be adapted to the characteristics of the users. Focusing on goals, engagement, and intrinsic motivation, Marczewski Gamification Framework maps several user types based on the game elements and mechanics. This study aims to design and build a mobile-based personal financial recording application with gamification methods and find out the level of behavioral intention to use and immersion implementing the Marczewski Gamification Framework. Testing has been carried out by students, employees, housewives, entrepreneurs, and managers to prove that gamification can motivate users to recognize the condition of personal finances well. Based on the evaluation result using the Hedonic Motivation System Adoption Model, 82.73% strongly agree that the application can increase reuse (behavioral intention to use) in the future and 66.56% agree that the application can increase the feeling of users to be carried away by the situation (immersion) in the application.


Download data is not yet available.


J. CHAPPELOW, "Gross Domestic Product (GDP)," Investopedia, 16 May 2019. [Online]. Available:

K. MORIYASU, "Indonesia set to become fourth-largest economy," Nikkei Asian, 25 June 2015. [Online]. Available:

M. Subarkah, "Keluh Kesah Jokowi Melihat Kondisi Perekonomian Indonesia," 19 January 2018. [Online]. Available:

S. Primadhyta, “Hanya 12,6 Persen Masyarakat Indonesia Punya Rencana Keuangan,” 21 October 2017. [Online]. Available:

A. N. Yushita, “Pentingnya Literasi Keuangan Bagi Pengelolaan Keuangan Pribadi,” Nominal, 2017.

P. G. Sina, “Motivasi sebagai Penentu Perencanaan Keuangan (Suatu Studi Pustaka),” Ilmiah Akuntansi dan Bisnis, p. 43, 2014.

S. Deterding, D. Dixon, R. Khaled dan L. Nacke, “From Game Design Elements to Gamefulness: Defining “Gamification”,” Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9-15, 2011.

L. Wanderley de Oliveira and S. Teixeira de Carvalho, "A Gamification-Based Framework for mHealth Developers in the Context of Self-Care," 2020 IEEE 33rd International Symposium on Computer-Based Medical Systems (CBMS), Rochester, MN, USA, 2020, pp. 138-141, doi: 10.1109/CBMS49503.2020.00033.

S. A. Mubin and M. Wee Ann Poh, "A Review on Gamification Design Framework: How They Incorporated for Autism Children," 2019 4th International Conference and Workshops on Recent Advances and Innovations in Engineering (ICRAIE), Kedah, Malaysia, 2019, pp. 1-4, doi: 10.1109/ICRAIE47735.2019.9037765.

S. S. Setiawan and A. Suryadibrata, "Fitrust: Promoting Healthy Lifestyle Through Gamified Mobile Health Application," 2019 5th International Conference on New Media Studies (CONMEDIA), Bali, Indonesia, 2019, pp. 26-30, doi: 10.1109/CONMEDIA46929.2019.8981840.

F. B. P. Prakasa and A. W. R. Emanuel, "Review of Benefit Using Gamification Element for Countryside Tourism," 2019 International Conference of Artificial Intelligence and Information Technology (ICAIIT), Yogyakarta, Indonesia, 2019, pp. 196-200, doi: 10.1109/ICAIIT.2019.8834467.

O. Pedreira, F. García, M. Piattini, A. Cortiñas and A. Cerdeira-Pena, "An architecture for software engineering gamification," in Tsinghua Science and Technology, vol. 25, no. 6, pp. 776-797, Dec. 2020, doi: 10.26599/TST.2020.9010004.

M. Tzelepi, K. Makri, I. Petroulis, M. Moundridou and K. Papanikolaou, "Gamification in online discussions: How do game elements affect critical thinking?," 2020 IEEE 20th International Conference on Advanced Learning Technologies (ICALT), Tartu, Estonia, 2020, pp. 92-94, doi: 10.1109/ICALT49669.2020.00035.

F. Ymran, O. Akeem and S. Yi, "Gamification Design in a History E-Learning Context," 2017 International Conference on Information, Communication and Engineering (ICICE), Xiamen, 2017, pp. 270-273, doi: 10.1109/ICICE.2017.8479194.

A. F. C. Anam Fathoni and D. Delima, "Gamification of learning kanji with “Musou Roman” game," 2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG), Jakarta, 2016, pp. 1-3, doi: 10.1109/ICGGAG.2016.8052664.

Y. Heryadi and K. Muliamin, "Gamification of M-learning Mandarin as second language," 2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG), Jakarta, 2016, pp. 1-4, doi: 10.1109/ICGGAG.2016.8052645.

B. Raj and D. Gupta, "Factors Influencing Consumer Responses to Marketing Gamification," 2018 International Conference on Advances in Computing, Communications and Informatics (ICACCI), Bangalore, 2018, pp. 1538-1542, doi: 10.1109/ICACCI.2018.8554922.

U. Fauziyah, E. R. Kaburuan, G. Wang and Aqsha, "Gamification for Employee Training Platform in Banking Industries," 2019 International Conference on Information Management and Technology (ICIMTech), Jakarta/Bali, Indonesia, 2019, pp. 503-508, doi: 10.1109/ICIMTech.2019.8843750.

D. Codish and G. Ravid, "Adaptive Approach for Gamification Optimization," 2014 IEEE/ACM 7th International Conference on Utility and Cloud Computing, London, 2014, pp. 609-610, doi: 10.1109/UCC.2014.94.

F. Rozi, Y. Rosmansyah and B. Dabarsyah, "A Systematic Literature Review on Adaptive Gamification: Components, Methods, and Frameworks," 2019 International Conference on Electrical Engineering and Informatics (ICEEI), Bandung, Indonesia, 2019, pp. 187-190, doi: 10.1109/ICEEI47359.2019.8988857.

G. F. Tondello, R. R. Wehbe, L. Diamond, M. Busch, A. Marczewski, and L. E. Nacke, “The gamification user types hexad scale,” in Proceedings of the 2016 annual symposium on computer-human interaction in play. ACM, 2016, pp. 229–243.

S. J. Taylor, “The 'Gamification' of Personal Finance,” 16 July 2012. [Online]. Available:

P. Denny, "The Effect of Virtual Achievements on Student Engagement," Proceedings of the SIGCHI conference on human factors in computing systems, pp. 763-772, 2013.

L. d. R. Seixas, A. S. Gomes and I. J. d. M. Filho, "Effectiveness of gamification in the engagement of students," Computers in Human Behavior, pp. 48-63, 2016.

A. Marczewski, “Gamification Framework,” 2014. [Online]. Available:

Aziz, M., & Aman, M. (2019). Decision Support System For Selection Of Expertise Using Analytical Hierarchy Process Method. IAIC Transactions on Sustainable Digital Innovation, 1(1), 49-65.

Soliga, A., & Jasil, G. (2016). Evaluating Blind Image Quality Using RBF Neural Network. Aptikom Journal on Computer Science and Information Technologies, 1(1), 23-26.

Febriyanto, E., Naufal, R. S., & budiarty, frizca. (2019). Attitude Competency Assessment in the 2013 curriculum based on elementary school Prototyping methods. IAIC Transactions on Sustainable Digital Innovation (ITSDI), 1(1), 87-96.

Yusup, M., Aini, Q., Apriani, D., & Nursaputri, P. (2019, December). PEMANFAATAN TEKNOLOGI BLOCKCHAIN PADA PROGRAM SERTIFIKASI DOSEN. In SENSITIf: Seminar Nasional Sistem Informasi dan Teknologi Informasi (pp. 365-371)

Additional Files



How to Cite

Juwono, F., & Gunawan, D. (2021). MOneyQU: A Gamified Android Based Personal Finance Recording Application. IAIC Transactions on Sustainable Digital Innovation (ITSDI), 2(2), 107-120.