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Gaming the Mobile Wallet

Gaming the Mobile Wallet
玩手机钱包
批准号:
971331
负责人:
金额:
$6.36万
依托单位:
依托单位国家:
英国
项目类别:
Small Business Research Initiative
财政年份:
2013
资助国家:
英国
项目状态:
已结题
起止时间:
2013 至 --
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项目摘要

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中文摘要
翻译
在过去的30年里,个人计算设备的普及所带来的每一次重大变化都得益于用户在这些设备上发现并享受的游戏和活动。《纸牌》、《乒乓》、《贪吃蛇》、《愤怒的小鸟》等游戏让数百万人熟悉了与新技术互动的各个阶段。在这个名为“游戏化移动钱包”的项目中,我们提出了一个移动商务的游戏化解决方案,向用户介绍并吸引他们使用移动数字钱包进行虚拟支付的概念。我们将使用游戏心理学来监控和改变行为。我们将测试这种方法的两个方面。首先,它是否能提高对实时交易的认识:更投入的消费者是否能更快地发现欺诈行为,他们是否能采取适当的措施来报告或阻止欺诈行为?其次,位置和上下文感知的事务是否可以作为对事务进行身份验证或验证的支持因素?我们认为,在移动中进行交易是成功采用移动商务的重要方面。因为你需要移动来进行移动商务。我们的方法将把最初陌生的“滑动”手机动作与更熟悉的触屏游戏和社交环境联系起来。它将把手机与世界的物理互动转化为有趣、有用和有意义的数字互动,重点是将传统上无聊的交易数据财务列表可视化。交易数据将与玩家的位置相匹配。用户将能够看到并理解他们的消费模式。这也将提供一定程度的欺诈保护。如果用户能够将交易与地点、地点或游戏行动联系起来,那么验证交易就会更容易。这种经验将延伸到金融交易之外。它将吸引用户使用新技术,如近场通信(NFC)的使用。并通过选择更健康、更环保的行为来改善他们的生活。我们很乐意与其他竞争对手合作,他们可能需要更有趣的方式来吸引用户,而不是依靠“技术推动”。这款游戏将适合那些难以接触或使用技术的人。这种体验将是轻松而有影响力的——一次性的、强迫性的。就像任何优秀的游戏一样。最后,用户不会特别意识到他们是欺诈保护的第一线。
英文摘要
Every significant change in the popular uptake of personal computing devices over the last thirty years has been aided by the games and activities users have discovered and enjoyed on those devices. Games such as Solitaire to Pong to Snake to Angry Birds have familiarised millions with each phase of interacting with new technology. In this project, "Gaming the mobile wallet", we propose a gamified solution to mCommerce, introducing and engaging users with the concept of virtual payments using a mobile, digital wallet.We will use the psychology of play to monitor and change behaviour. We will test two aspects of this approach. Firstly, does it generate better awareness of transactions in real time: does a more engaged spender notice fraud sooner and can they take appropiate measures to report or stop it? Secondly, can location and context aware transactions be a supporting factor for authenticating or verifying transactions? We believe that carrying out transactions on the move are important aspects to the successful uptake of mCommerce. Since you need to be moving to conduct mobile commerce.Our approach will connect the initially foreign action of “swiping” a phone to the much more familiar environment of playing and socialising on the touch screen. It will translate the phone’s physical interactions with the world into interesting, useful and meaningful digital interactions, with the emphasis on visualisations of traditionally boring financial lists of transactional data. The transaction data will be matched against the player's location. A user will be able to see and understand their spending patterns. This will also provide a level of fraud proteciton.If a user can link a transaction to a location, place or game action, it will be easier to validate that transaction.The experience will extend beyond financial transactions. It will engage users with new technology, such as Near Field Communication (NFC) use. And improve their lives with choices of healthier and more environmentally beneficial behaviours. We would be happy to work with other competition winners, who may require a more fun approach to user engagement and move away from the possible “technology push”.The game will be accessible to those who find technology difficult to access or use. The experience will be light and impactful – disposable and compulsive. Just like any good game. And finally, the user will not be particularly aware that they are the first line in fraud protection.
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