Are customers rational? Think about it for
a moment… And you will find that like you and me, any customer is emotional at
times. At times, he is logical too, but at certain instances, intuitive and inconsistent.
Guess what, he gets emotional at winning a “candy crush” level on his mobile,
or even at not winning one, and wants to try again, and again, until he wins.
Such behavioural aspects and learnings thereof can be leveraged in the world of
finance via use of gamification strategies.
Banks can leverage simple gamification
ideas like “framing” – where one presents the options carefully in front of the
customer and with consistent reinforcements. It could simply be offering a
positive bias for a particular financial behaviour, or, a negative bias for a different
behaviour. Bank can also use “herd instinct” – where banks can drive customers
like a herd towards an objective. For e.g., steering customers towards a
particular goal or a financial behaviour. Goals based ideas are already picking
up in many markets to achieve better personal finance objectives. However,
underlying principles of gamification are at play.
Banks can use gamification to entice customers
to bank with them in groups and apply these behavioural biases to guide
customers to an objective that is a win-win for both the sides. For e.g. a
simple offer for a family, where, as a family if they spend, say, $2,000 on
their credit card each month, they get bonus cash back, and if they do more,
they get more. And all along the month, one keeps track of these spends at the
customer or the family level and communicates regularly to shore up the
required behaviour from the customer. Such simple yet powerful strategies have
given banks tremendous success in the mid to long term.
Gamification is about designing the curated
customer experience that matches the needs of the customer and takes them on a journey.
There has to be a sense of self expression of the customer, hence, this has to
be personalised, has to be competing in nature, for e.g., competing for a campaign
benefit against fellow customers, and has to be transparent to the customer,
especially in the progress made at any point in time.
Simple ideas like providing comparison
savings rates for similar customer population, or progress gaps shown in temperature
gauges, or collection and management of individual or family savings goals, can
go a long way in utilising gamification to drive right customer behaviour and achieve
business benefits. Imagine, the goals based constructs discussed above, can not
only help customer build their emergency funds (and improve personal finance),
but allow banks to get low cost funds with them.
Gamification is not just about points and
badges (ofcourse, getting name on the leader board does give one a lot of
satisfaction!). More and more are engaging in these games. In such times of work-from-home,
even more. According to research, 53% of the regular gamers are young, between
the age of 18-49, which is a sweet spot for the bank. Engage them early for a
long term relationship. Bulk of them (more than 65%) play games on their mobile
devices, which would have surely gone up even more in today’s world. This opens
up tremendous opportunity for banks to use gamification to direct customer
behaviour.
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