There are several advantages associated with the use of Gamification, but those inherent to the purely emotional side and linked to the user's ego, have a clearer positive impact, as they lead to a greater level of involvement and loyalty. In fact, gamification allows financial institutions to "exploit" the already collected data, to provide personalized and compelling experiences that encourage their customers towards specific and virtuous behaviours for the company.
2. Gamification in sales performance management
increased from 2% to 13% in the latest 2 years,
based on a recent survey.
These cases are evaluated as successful examples.
They are repeatable and help to reinforce gamification as a solution to support business.
Gamification has also had an important growing in the field of innovation management (both internal and
external), in customer engagement (strongly driven by mobile solutions), in change management and in wellness.
2
Last years
2%
From
13%
To
PERFORMANCEMANAGEMENT
3. What is
Gamification?
Gamification is the use of elements
( p o i n t s , b a d g e s , a w a r d s a n d
leaderboards, etc.) and mechanics
typical of games, in context external
to games.
The purpose of Gamification is to stimulate
participation, engagement and loyalty,
by activating motivational levers such as
recognition, emulation, security, sociability,
intellectual stimulation.
Encouraging competition and achieving
results, the use of Gamification can be a
winning tool to increase employees and
in particular sales force’s productivity.
4. 4
Motivation
Gamification’s scope is to BUILD
motivational LEVERS to define a model
of digital involvement.
It can be used to add value to your
products, to foster relationships by
changing habits, to foster skills
development and to drive innovation.
Gamification’s recipients can be
c u s t o m e r s , e m p l o y e e s o r
communities of interest.
5. 5
01 POINTS
IMMEDIATE awards that are obtained from the commitment to
behave as desired
03 BADGE Emblems that identify the execution of specific activities
04 LEADERBOARDS
They are used to represent the participants and their
position within the competition
02 PROGRESSION Graphical representation of user progress as they complete tasks
Elements for a game design project
6. Which are
Gamification’s
real advantages
for bank and
insurance?
The world of financial services, perhaps more than
any other sector, has undergone significant
changes in recent years. The digital revolution has
transformed the way people interact with banks
and insurance companies.
The gamification to improve the
relationship with digital customers
and for:
• Increase user participation (Q & A, reviews,
social sharing, etc.)
• Retain customers and increase retention and
brand awareness
• Reduce the rate of abandonment of an app or
website
• Collect important data for the company: inside
the games all users’ choices and behaviors are
recorded
• Raising awareness of citizenship towards
healthy economic and financial life style:
managing their assets, investments, mortgages
• Easily and easily convey complex information
and procedures
7. According to Rajashekhara Maiya,
associate vice president at Infosys,
Indian giant in IT services, ”Banks see a
p a t h t o o n l i n e i n n o v a t i o n i n
gamification.
Even today, the main barrier to the
adoption of these innovative strategies is
represented by IT department /
infrastructure that is very reluctant to
change due to the lack of technical skills
and scalability of the software used ".
Gamification is also a strategic tool for
company to make employees more
productive and to achieve these goals:
• Motivate team to work better and raise
performance to a new level
• Increase productivity through an instrument that
continuously communicates objectives to the sales
force and optimizes pre-existing incentive systems
• Maximize employee’s involvement and
participation in achieving company goals
• Create a sense of belonging to the company and /
or the community
• Stimulate informal learning, proposing training
contents in an innovative and fun way both during
training and on-boarding
9. ALLSTATE
OBJECTIVES
Allstate has sought to instruct its employees
on of privacy through its Gamification
platform.
But how? With an online course that also
involved superheroes and enemies in order to
make employees aware of the risks related to
stolen information.
RESULTS
About 80% of the employees (70,000) took
part in the course and 4,500 of them
completed an online questionnaire, to
check whether the gamified training
approach had worked or not.
The younger employees are the ones that
have obtained higher scores in the final
evaluation test.
The third most
important
insurance
company in the
USA wanted to
instruct its
employees on an
important issue
such as privacy
using the logic of
Gamification
applied to an
online course..
Sales - Training
10. StateFarm, an
American colossus in
insurance and
financial services
industry, has created
"Drive Safe & Safe"
app for its
customers.
Depending on the
driving style, players
can accumulate
discounts and
rewards that lead to
significant savings on
their insurance
policy.
STATE FARM
OBJECTIVES
Push the user to drive in the best and
safest way possible.
MOTIVATION AND CHALLENGE
The smartphone collects basic information
on driving characteristics. Next, the app
will use this information to calculate the
potential discount on car insurance.
The better you will drive the higher the
savings will be.
Gamification for a B2C App
11. Every activity has its benefits
Rewards
Points
Calculate your potential discount by adjusting a
variety of driving characteristics
Progression
Find out how your driving habits, such as braking,
mileage, speed and acceleration, affect your discount
Levels
View your current and trendy discounts based on
specific driving characteristics
Challenge
See how your guide sticks against others
12. FITNESS APP
Gamification has
set up for Emirates
Nbd - the leading
banking group of
the United Arab
Emirates -
the right expedient
to tackle financial
obesity, turning
health into a source
of wealth. This
helps users get
back into shape not
just physically but
financially.
AN APP TO DEFEAT FINANCIAL AND
PHYSICAL OBESITY
The State of the United Arab Emirates, like many
other countries characterized by florid economies,
is burdened by a high rate of obesity, whose main
cause is to be found in a very low level of physical
activity.
The banking group has also emphasized another
issue, namely the fact that obesity is not a purely
medical syndrome, but also a financial obesity.
The population of the United Arab Emirates is in
fact trapped by debts due to the lack of savings,
a limbo from which the Emirates NBD has decided
to move away by aiming to increase its deposits.
And he did it by resorting to Gamification.
A training app for customers
13. HOW DOES IT WORK?
RESULTS
To promote the Fitness Account a real integrated
advertising campaign has been carried out,
spread throughout the UAE State through live
events, videos, billboards, social media content
and much more.
The marketing operation has effectively hit the
public, obtaining an extremely positive response,
which has yielded both in terms of user
enthusiasm (99% approved the idea) and in
purely advertising terms: in fact, $ 230,000 has
been earned in earned media (free advertising
gained through spontaneous advertising spread
across various media).
Gamification system has been integrated into
the "Emirates NBD Fitness App", a mobile
banking platform that can effectively help
users to get back in shape not only
physically but also financially.
Participation in "game" is simple and can be
summarized in these simple points:
• Set daily goals in the form of steps in the
app
• Start doing physical activity, earning up to
an interest rate of 2%
• The greater the movement, the greater the
gain (up to 4999 steps = 0.25%, from 5,000
to 7,999 steps = 0.50%, from 8,000 to 11,999
steps = 1%, 12,000 plus steps = 2%)
• Follow your progress daily.
Moreover, in just
one month, 53
million steps
have been
recorded by the
bank's
customers, for a
total of over 16
million AED
(United Arab
Emirates
Dirham) saved.
14. FEATURES
Gamification dynamics are easily evident. The
platform is enriched in fact by numerous
functions designed to offer a complete and
engaging customer experience, (the customer
is made active in first person and he can
establish a continuous relationship with the staff)
as the ability to share content on social media,
vote the prizes of the catalog and insert them in
the wishlist.
SMARTYOU is the
new platform of
IWBank, UBI Banca
G r o u p ’ s o n l i n e
b a n k , w h i c h
r e w a r d s i t s
customers.
Gamification and
social dynamics
are the ingredients
of the platform
that aim to create
g r e a t e r u s e r
involvement.
OBJECTIVES
It is more than a loyalty program, it constitutes
a real commercial platform through which
reward the main incremental behaviors of the
relationship with customers, at the same time
giving space to periodic promotions to enhance
the offer and IWBanK’s distinctive service model .
SMARTYOU
Loyalty Program
15. In Indonesia AXA has faced challenge of simplifying
insurance and increasing insurance’s understanding of
the product population. Since games like Angry Birds
and Flappy Birds were very popular in Indonesia, AXA
has decided to launch a game - Crazy Cash, the first
insurance game in Indonesia aimed at educating the
population on insurance products.
CHALLENGE
In the first month he received 30 million impressions
and over 200,000 tweets. After 5 weeks he has
collected 30,000 unique users with 55,000 games
played and 225,000 visits to AXA site. Social
conversions were valued for $ 37,000. Since users
can share their scores on Facebook, Crazy Cash has
functioned as its own "word of mouth" increasing
brand awareness.
RESULTS
In Indonesia, less than
2% of the population
has a contract with an
insurance company
due to a lack of
subject’s knowledge.
Starting from this data,
the insurance
company AXA used
Gamification to
educate the
population on
insurance products,
integrating it to a
"Crazy Cash" game
very similar to the
most famous Angry
Birds and Flappy Birds.
AXA
A game to educate potential customers about
services offered by insurance world
16. 06.Extraco Bank
Success was achieved with an educational
gamification program. An online gamified
application has been proposed to explain new
proposal to customers. Therefore it was the
game to assist customers and respond to
customer concerns, thus increasing loyalty
rates.
Results—> conversion rates went from 2% to
14% on the platform
07.BBVA’s game
It is an application with rewards for
customers that aims to increase their
involvement through internet bank.
Results—> it has attracted over 100,000 users
already registered in the first 6 months, thus
leading to greater use of online services, an
increase in transactions and greater brand
loyalty.
GAMIFICATIONINPILLS
17. 17
BRAINAPP
It is a creation of Officina, which
shows how a company’s intranet
can be gambled to measure
employees’ soft skills and their
p a r t i c i p a t i o n ’ s d e g r e e i n
company’s processes and their
adherence to corporate pillars.
With Gamification you can create changes in behavior
and individual performance
18. energize your attention
Brainapp
The solution is linked to a company’s intranet
platform
• It allows to collaborate and create groups of interest
• It is possible to create laboratories that focus on
functional aspects of the company
• The dynamics of sharing and collaboration are aimed
at stimulating corporate values (pillars) and favoring
"change management" policies
• The rankings show the scores that the employees get
on the various skills, thanks to certain actions
performed on the company’s intranet (such as
sharing content of collective interest) or how the
weekly challenges proposed by "Sales Lab" are held.
19. Define your attitudes to the best
Challenge your colleagues
Laboratories as points of growth and challenge
The laboratories are places (physical and virtual) for
comparison and stimulation for new solutions.
During these activities challenges are launched. The
challenges are aimed at:
• Relax
• Stimulate skills
• Raise collaboration (lab challenges)
• Keep competition’s sense active
"Challenging colleagues and discussing
issues that go beyond their daily tasks,
encourage people to think outside the box,
contributing to the development of strategic
thinking and leadership skills".
20. SUMO
OBJECTIVES
The company has used Gamification to
increase its sales, but how? Since the
security market is more competitive, G4S has
entered an element of friendly competition,
through its Gamification platform (SuMo). So
the company's salespeople have been
motivated thanks to game mechanics that
include competitions. levels, badges, awards
and rankings, rewarding and supporting
greater behaviors for the company.
RESULTS
- 86% increase in sales performance
- 60% growth in active pipeline
- 35% increase in new contacts
- Increase from 75% to 98% in user adoption
The largest
security company
in the world, in
order to increase
sales force’s work
and therefore the
turnover, has
adopted a
Gamification
platform (SuMo)
through which to
reward
employees thanks
to their best
performance.
Sales - Employees’ engagement
22. What is it?
Playoff is a powerful and innovative
Gamification platform that helps you
to introduce easily competition,
rewards, progress bars, incentives and
leaderboards in all the projects in which
you need to engage and motivate your
users.
Playoff aims to empower people to use
gamification as an effective strategic
tool by breaking down the technical
barriers that often hinder the adoption of
gamification.
23. Who is using the platform?Thanks to its agnostic
nature Playoff’s target
audience is global. Medium
and Large Enterprises use
Playoff as a strategic tool
t o i n t r o d u c e a n
engagement strategy in all
their projects, both for
employees and customers.
The use case scenarios are primarily in the HR solutions
that increase the employee engagement in companies
ranging from a small to an enterprise level company,
customer engagement with the loyalty programs on
websites or app and in the field of employer training
within insurance companies.
Playoff provides an ideal solution also for Small
Companies that need to introduce a gamification
strategy into their systems (app, website, software) but
don’t have the time to have their own team of
developers build a gamification platform from the
ground up.
24. How does it work?
`
Playoff lets you fine tune your engagement strategy
without deploying a single line of code.
Thanks to its REST API, Playoff can be easily
integrated with almost any existing software,
platform or mobile app.
If you have an existing software or process that you
would like to add a layer of gamification to and you
don’t have the time to have your own team of
developers look into it, then Playoff provides an ideal
solution.
Playoff allows you to construct your gamification
experience tailored to your business process.
It gives you immense flexibility and power to design,
prototype and revise your game design over time.
See Playoff in action
No credit card required
25. TRUSTED BY
You’re in good company
“"We boosted engagement both in
B2C and internal processes. I really
appreciated its agnostic nature.””
M. Pillitu, IT Architect, Generali
Insurance
“Complete, powerful and effective.
Perfect for Gamifying Enterprise
Intranet.”
G. Celentano, Technical Manager,
Teorema IT Company