Monday, May 18, 2020

Gamification and banking


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.

No comments: