Abstract
Gamification in e-banking has been on the rise, but its research under the prism of sustainability is still unexplored. The study addresses this gap by collecting data from a survey of 264 participants using Partial Least Squares Structural Equation Modeling (PLS-SEM), aiming to investigate positive affectors such as enjoyment, engagement and motivation effecting green gamified banking. The results showed that enjoyment positively affected e-banking usage and green gamified banking adoption. Engagement, especially in green gamified banking, emphasized users’ emotional involvement and significantly affected sustainable behavior, with high activity levels propelling environmentally sound actions. Motivation led to higher e-banking usage and adoption of sustainable practices, emphasizing the motivating force behind these behaviors. Moreover, e-banking services served as mediators, intervening to create positive experiences of green gamified banking. Our research demonstrated that, based on customer experiences of enjoyment, engagement, and motivation, gamification could encourage customers to use e-banking and promote sustainable habits, thereby improving financial literacy and making online transactions effortless. This study offers valuable knowledge for e-banking strategists and marketers. Understanding how pleasant experiences in serious games can motivate environmentally friendly behavior enables stakeholders to make more effective attempts to promote greener behavior among digital financial services, further enhancing the sustainable development of e-banking.
Funding source: National Natural Science Foundation of China
Award Identifier / Grant number: 71672004
Appendix 1: Demonstration of Green Games in E-banking using 3D Unity

Appendix 2: Mathematical Demonstration of Green Games in E-banking
We attempted to classify those actions algorithmically, enabling possible actions and outcomes as an example mentioned below;
Player’s balance (money): $100,
Duck’s hunger level: 5 (on a scale of 1–10, where 10 is extremely hungry),
Pond’s water level: 20 (on a scale of 1–100, where 100 is full)
Now, let’s go through each action and calculate the outcomes step by step:
Define the variables and their initial values represented as;
Displaying the variables’ current values to the player is denoted as initial values.
Money = $100
Duck’s hunger level = 5
Pond’s water level = 20
Here, x d f is player, x1 is Player’s Money, x2 is Duck’s Hunger and x3 is the water level.
Ask the player to choose an action, such as feeding the duck, filling up the pond, or saving money.
Here; x1a is denoted as the initial value of the player’s money, x2a = initial value of the Duck’s Hunger and x3a = initial level of water.
Let’s assume the player chooses to feed the duck.
If the player chooses to feed the duck, the player has to check whether they have enough money to buy food. If yes, subtract a specific amount from the balance and add the same amount subtracted for hunger to the duck. If not, inquire if the player cannot afford it and ask them to choose again.
New values:
Money: $80
Duck’s hunger level: 25
Let’s say the cost of duck food is $20. Since the player’s balance is $100, they can afford it. Therefore, we subtract $20 from the balance and add the same amount to the duck’s hunger level:
If the player chooses to fill the pond, they must check for enough money to buy water. If yes, subtract a specific amount of money from the balance and add the same amount of water to the pond. If not, tell them they cannot afford it and ask them to choose again.
Let’s assume the cost of water is $50. Since the player’s balance is $80, they cannot afford it. Therefore, we informed the players that they could not afford to fill the pond and needed to choose again.
If the player chooses to fill the pond, they must check for enough money to buy water. If yes, subtract a specific amount of money from the balance and add the same amount of water to the pond. If not, tell them they cannot afford it and ask them to choose again.
Let’s assume the cost of water is $50. Since the player’s balance is $80, they cannot afford it. Therefore, we informed the players that they could not afford to fill the pond and needed to choose again.
If the player chooses to save money, add a specific amount to the balance and subtract the same amount of hunger from the duck and water from the pond.
Revised values:
Money: $110
Duck’s hunger level: 15
Pond’s water level: 15
Let’s say choosing to save money adds $30 to the balance, subtracts 10 from the duck’s hunger level, and 5 from the pond’s water level:
Check if the duck’s hunger or the pond’s water level reaches zero. If yes, inform the player they will lose the game and end the loop.
In this case, the duck’s hunger and the pond’s water levels are above zero, so the game continues.
Check if the player’s money reaches a certain threshold, such as $500. If yes, inform the player they won the game and end the loop.
In this case, the player’s money is below $500, so the game continues.
Otherwise, continue the loop.
Appendix 3: Flowchart to Demonstrate the Green Games in E-banking

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