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Gamification Whitepaper

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GAMIFICATION<br />

THE SERIOUS BUSINESS OF FUN – WHAT GAMIFICATION<br />

AND SOCIAL MEDIA MEAN FOR BANKING<br />

White Paper


The serious business of fun – What gamification and social media mean for banking<br />

<strong>Gamification</strong> and social media are changing the way people engage and<br />

expect to engage with their friends and increasingly their employers<br />

and service providers. Banks now have new ways to be relevant, engage<br />

customers and improve sales. This paper sets out Misys’ view of the key<br />

trends and opportunities for banks.<br />

Introduction<br />

Fun is big business. Annually, the computer game<br />

industry makes $115bn. The phenomenal success of<br />

this industry, which is now bigger than Hollywood, is<br />

attributable to the fact that it appeals to fundamental<br />

elements of human nature: competition, reward,<br />

problem solving and social connection. <strong>Gamification</strong><br />

is the term for an approach to marketing and sales<br />

that employs the attributes of gaming to engage<br />

customers, change behaviours and expectations.<br />

The basics of gamification have been around for<br />

some time. Foursquare has been awarding badges<br />

and ranking users for location check-ins since 2009.<br />

The principles of gamification have also been<br />

adopted by companies like IBM 1 and Salesforce 2 .<br />

Gartner has also highlighted gamification as a key<br />

trend for CIOs 3 - and it has been covered in American<br />

Banker 4 .<br />

Social media has also changed the way people<br />

connect, discover, recommend and share. With the<br />

internet providing a huge amount of choice, index<br />

search is being replaced by recommendations from<br />

friends, family and people we trust, through social<br />

media. It’s a self-moderating quality control system<br />

that threatens traditional marketing and distribution<br />

models whilst simultaneously providing viral means to<br />

spread the word, good or bad.<br />

Financial services companies are experimenting with<br />

these concepts to get ahead of the curve and<br />

differentiate themselves in the market. Misys believes<br />

this trend will grow. In a world where customer<br />

relationships are increasingly digital, banks cannot<br />

afford to be left behind.<br />

1 Kudos Badges http://www.kudosbadges.com/<br />

2 Salesforce Rypple http://rypple.com/social-goals<br />

3 Gartner Press Release: http://www.gartner.com/it/page.jsp?id=1629214<br />

4 American Banker http://www.americanbanker.com/issues/177_112/<br />

Jane-McGonigal-asserts-gaming-could-improve-mobilebanking-1050022-1.html?zkPrintable=1&nopagination=1<br />

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The serious business of fun – What gamification and social media mean for banking<br />

What is <strong>Gamification</strong>?<br />

<strong>Gamification</strong> is the use of games or competition to<br />

encourage a user to complete an action or set of<br />

actions. Users respond to a range of prompts and are<br />

encouraged to return regularly to the application. The<br />

prompts include:<br />

Competition – adding league tables motivates<br />

participants to try and come top. Users either<br />

compete with friends (if there is integration with social<br />

media) or other users like them. This is a core feature<br />

of Foursquare.<br />

Awards – giving badges and rewards provides a<br />

sense of achievement and progress and encourages<br />

users to continue to use the application.<br />

Countdowns – by making certain features and<br />

actions available only for a limited time, customers<br />

are motivated to act before it’s too late.<br />

Scarcity – we assign more value to opportunities<br />

perceived to have limited availability. Scarcity can<br />

drive us to act based on opportunities being scarce<br />

or likely to become scarce. This is a concept used by<br />

Cokezone and www.Gilt.com.<br />

Incentives & Penalties – here penalties, traps and<br />

roadblocks are used to steer people away from<br />

certain behaviours. Rewards and access to privileges<br />

are used to encouraged desirable behaviours.<br />

Penalties can be applied for not doing things, e.g. if<br />

you don’t make a regular payment, you will be<br />

removed from a competition or giveaway or slip<br />

down a league table.<br />

Goal Setting & Progression – we love creating and<br />

working on things we can then “own”. This is a<br />

perfect dynamic for financial services companies and<br />

is exemplified by www.mint.com, whereby customers<br />

create goals and work to achieve them, such as a<br />

house, a renovation, car or a child’s education. This<br />

dynamic is often coupled with progression, providing<br />

a user with statistics and historical data along the way.<br />

Personalisation – by letting a customer add their<br />

own images and choose their own themes for their<br />

account, a customer has a great sense of control,<br />

investment and can continue to develop their<br />

relationship with the site or app. This can be seen in<br />

the new Facebook covers concept.<br />

Team work – as well as individual pursuits, we can be<br />

drawn to collective goals, providing an opportunity to<br />

help others or be rewarded as a group. Groupon<br />

have had great success with “The Deal is On” feature.<br />

Offering a reward if a communal target is hit has also<br />

been the basis of American Express’ Small Business<br />

Saturday on Facebook in the US 5 .<br />

By deploying these dynamics in a co-ordinated<br />

application, a bank can use games to motivate<br />

behaviours and drive outcomes for both the customer<br />

and the organisation.<br />

<strong>Gamification</strong> should not be confused with simple<br />

marketing. Certainly it can provide excellent<br />

promotion. The Barclaycard waterslide app is an<br />

excellent example of gamification as marketing –<br />

however, used properly, these dynamics can be used<br />

to provide the foundation for long term relationship<br />

and behaviour management.<br />

5 AmEx Small Business Saturday https://www.facebook.com/<br />

SmallBusinessSaturday<br />

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The serious business of fun – What gamification and social media mean for banking<br />

What is Social Media?<br />

’Social media’ refers to websites and applications<br />

which enable the online connection of individuals<br />

with their networks, facilitating collaboration and<br />

sharing. The notion is epitomised by the likes of<br />

Facebook, Twitter and LinkedIn. New entrants into<br />

the market include Pinterest and Google+.<br />

Social media has changed the way companies gather<br />

market intelligence, respond to changes, create<br />

products and distribute products and services. A<br />

number of social media functions are potentially<br />

useful in the Mobile Banking and gamification<br />

context:<br />

External connectors<br />

Reading from and writing data to the social media<br />

site. This could include adding and reading people,<br />

photos, events, profile updates, likes and pages as<br />

well as the connections between them.<br />

Authentication<br />

Allows web, mobile, and desktop apps to login via<br />

the social site’s identity. This feature can be used to<br />

sign onto the application using a user’s Facebook<br />

identity subject to privacy and security requirements.<br />

For example, the FB SSO may be used instead of a<br />

PIN<br />

Social plugins<br />

Social plugins include features like<br />

Recommendations, the Like Button and Activity<br />

Feeds that can be built into applications external to<br />

Facebook. They are specifically designed so no user<br />

data is shared with the sites on which they appear.<br />

This feature can be used to add a Like button within a<br />

gamification application<br />

Frames<br />

Frames allow applications to be created that are<br />

hosted outside of the social media system, and be<br />

displayed within the social media service.<br />

Events<br />

Events can be created and surfaced between<br />

applications including venue, location, time and<br />

action information. This can be used for setting up<br />

reminders and events for banking activities inside and<br />

outside the application.<br />

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Companies engaging in gamification<br />

Across the world, enterprises are grabbing hold of<br />

these constructs to change the way they engage with<br />

staff, business partners and customers. In gambling 6 ,<br />

retailing 7 , education 8 and travel 9 the examples<br />

abound of how companies are using these dynamics<br />

to get ahead of the competition. In Financial Services,<br />

Amex, Barclays, SmartyPig, AXA and ING 10 are all<br />

beginning to take the leap into social and gaming.<br />

Banks are in a strong position to offer gamification.<br />

Financial health is a subject of fundamental<br />

importance and yet many people pay little attention<br />

to it, finding it dull and uninteresting. By leveraging<br />

customer account information, banks can provide<br />

real-time data feeds into a gamified applications to<br />

make personal finance interesting and engage their<br />

customers. By encouraging customers to use these<br />

sites regularly by employing gamification and social<br />

design, banks can develop better relationships,<br />

improve marketing analytics, sales and capital<br />

positions.<br />

6 http://fantasyleague.williamhill.com<br />

7 http://www.shopkick.com<br />

8 http://www.mathletics.co.uk<br />

9 http://www.onthebeach.co.uk<br />

10 http://www.ingdirect.com.au/savings/savings_tips/goal_setting.htm


The serious business of fun – What gamification and social media mean for banking<br />

How can Misys help?<br />

Misys is here to help our customers deal with this new<br />

trend. At its heart, gamification is the delivery of<br />

financial data and completion of transactions within a<br />

user interface framework that can be managed by the<br />

bank. As such, gamification sits in a space where<br />

Misys has 30 years of expertise.<br />

We have developed a proof of concept. To see this<br />

for yourself, please go to our YouTube channel:<br />

https://www.youtube.com/MisysVideoChannel<br />

and search for ‘gamification’. This solution is an<br />

extension of BankFusion Mobile – retail banking on<br />

the go. Misys gives our customers the opportunity for<br />

our clients to integrate their Mobile Banking and<br />

<strong>Gamification</strong> applications – or to keep them separate.<br />

Mobile Device<br />

SFDC<br />

<strong>Gamification</strong> <strong>Gamification</strong> Server<br />

Server<br />

Bank<br />

Rules<br />

Host Systems<br />

Loans<br />

<strong>Gamification</strong><br />

<strong>Gamification</strong> App<br />

League<br />

Tables<br />

Assets<br />

Admin UI Data Integration<br />

Admin Console<br />

Core Banking<br />

Server<br />

Functionality includes:<br />

• Personalised Messages showing changes in status<br />

and recent events<br />

• Relevant Offers based on actions and targets<br />

• Group Incentives; ‘if you and your friends deposit<br />

$X in total, you’ll get Y”<br />

• Limited Time Offers - showing countdowns and<br />

calls to action<br />

• Progression: The application will show progress<br />

towards goals<br />

• Loyalty, Status and Awards. The idea of a trophy<br />

cabinet – showing status and trophies won<br />

• Next status action: What the customer needs to do<br />

to achieve the next award, trophy or status<br />

• Cloud services in Salesforce’s Heroku platform to<br />

provide abstraction services and in game<br />

componentry to minimise back end impact and<br />

extend security perimeter away from the bank<br />

mBanking App<br />

mBanking Server<br />

Cards<br />

To find out more please contact Misys at<br />

banking.marketing@misys.com<br />

About Author: Alex Bray, Retail Channel Solution Director.<br />

Alex has spent his whole career in retail banking. He joined<br />

Lloyds TSB in 2000 and worked in a variety of roles in channels<br />

and product management. He spent 4 years in retail eBanking.<br />

In 2010, Alex joined IBM as a consultant specialising in Mobile<br />

Banking, social media and internet banking. At Misys, Alex is<br />

the solution owner for branch teller, mobile banking and retail<br />

eBanking solutions.<br />

Twitter: @StGilesResident<br />

Thanks to Dave Durbin, Colin Weir at Moroku, Marc Murray<br />

and Shabri Lakhani<br />

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ABOUT MISYS<br />

Misys is at the forefront of the financial software<br />

industry, providing the broadest portfolio of<br />

banking, treasury, trading and risk solutions available<br />

on the market. With 1,800 customers in 120<br />

countries our team of domain experts and partners<br />

have an unparalleled ability to address industry<br />

requirements at both a global and local level.<br />

Misys and the Misys “globe” mark are trade marks of the Misys group<br />

companies. Copyright© 2012 Misys. All rights reserved.<br />

9338_0812<br />

Misys was formed by the merger of Misys with<br />

Turaz, which includes the award-winning Kondor+<br />

product line. Combined they are able to address<br />

all customer requirements across both the banking<br />

and trading book businesses. Misys is the trusted<br />

partner that financial services organisations turn to<br />

for help solving their most complex problems.<br />

Find out more at www.misys.com

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