Vritti January, 2016 | Page 19

Trending now Game Level #4 Why Gamification? The customer has spoken with a leading survey showing more than enough evidence in support of gamifcation. In a survey conducted by Corporate Executive Board, covering 7K users and interviews conducted with hundreds of marketing executives the consumers voted for “simplicity” – i.e., the ease with which they can gather information about the product or service, trustworthiness of the information, and of course how easy it is to onboard new product or services. For example, in the early part of the product lifecycle, gamification techniques can make it easier for new users to understand the product and keep their motivation high (using a system of rewards) and thus help in faster on-boarding. Gamification is being used across industries as diverse as consumer goods to financial services. Specifically, financial institutions and banks are adopting gamification to achieve different goals such as driving self-service, reducing opex and encouraging savings habit. Especially in new financial product/service launches, where user's perception of trust, comfort level and anxiety play a big role in the adoption of service gamification techniques can help in reducing adoption barriers by building the comfort level necessary for increasing adoption. Growing use of internet and mobile banking is fuelling the adoption of gamification in financial services. Here's a list of some Gamification use cases in banking and financial services industry. Absa Bank – Shesha (quick-quick) Absa, a South Africa bank, succeeded in engaging low-income customers in a gamified program called 'Learning by doing'. The gamified program engages customer in the form of quiz. a) The quiz focussed on checking account balance with an airtime prize rewarding the best answer. b) The game also engages and challenges the customer to check their account balance on their phone. The customers are rewarded with large cash prize. By gamifying the self-service experience the bank was able to reduce the length of the customer queue on weekends and month-ends. It was assessed that the cost of Gamification could be covered by the amount saved because of reduced customer footfall in the branches. The balance check activity of participants increased from 0 to 54% in the first two months after completing the game and 61% six months after playing the game. January 2016 19