Download - Gamification in banking
GAMIFICATION4BANKINGHow to Use the True Human Nature
to Drive the Next Generation Banking
Consult Blue
PEOPLE LIKE TO PLAY AND HAVE FUN
The True Nature of People
THE TRUE DIMENSION OF THE PHENOMENONGames industry: $66 billion worldwide (DFC 2011)
Online sales to surpass retail in 2013
Virtual goods: $7.3 billion globally (In-Stat 2010),
44% of US/UK adults have played a mobile game in the last month PopCap/Information Solutions)
97% of kids 12-17 play videogames
The average game player is 30 years old
37% are older than 35
47% percent of all game players are women
PEOPLE ARE SUPERHEROES IN THE
VIRTUAL SPACE
What if people would spend the same energy in solving real life challenges?
WHAT IS GAMIFICATION? A door to the World of tomorrow
GAMIFICATION
Prof. Kevin WerbachWharton University of Pennsylvania, USAGamification ExpertAuthor of “For the Win”
WHAT USE FOR GAMIFICATION?
• External– Marketing– Sales– Customer engagement
• Internal– HR– Productivity enhancement– Crowdsourcing
• Behavior change– Health and wellness– Sustainability– Personal finance
THE PURPOSE IS TO CHANGE HABITS AND CREATE BEHAVIORS
What Gamification is about
WHY USE GAMIFICATION?Because it works
Because we need it
Because fits with human behavior
GAMIFICATION TODAY
Leading banks worldwide engage in gamification:Bank of America
City Singapore
ODBC Bank of Singapore –Playmoolah
CIMB Malaysia Youth Savers
Absa Bank League of Champions Facebook Game
Commonwealth Bank of Australia Investorville
All major brands invest in gamification: Coca Cola, Nike, Puma, Microsoft, Google, The Economist, etc.
EXAMPLESHow Gamification could help you achieve your business objectives
IMAGINE THAT…
Your customers would keep their contact details up to date for the bank;
Would offer you valuable marketing information for free:Spending and investment plans
Likes & dislikes
Demographic details
Your customers would invest time to financially educate themselves
Your customers would favor self-service
IMAGINE THAT…
Your customers would recommend the bank to their peers and family
Your customers would actually pay attention to your marketing campaigns
Your customers would use social media to spread your marketing messages
Your customers would sell for you
HOW TO GAMIFY? Progression
6 STEPS TO SUCCESS
ObiectivesTarget
behaviorsPlayers Dynamics Fun Tools
SERVICES
1. Gamification concepts aligned with customer’s business objectives
2. Development of gamifiedsoftware applications
3. Consulting services
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