gamification in banking is gaining popularity. The potential of game mechanics was noted back in 1982 by Thomas W. Malone, the American theorist, who suggested that video games of that time could serve as inspiration for optimizing the work of other industries. But one of the most effective examples at the time came from board games – for example, the restaurant chain McDonald’s armed itself with the mechanics of “Monopoly,” launching in 1987 a kind of game-lottery McDonald’s Monopoly; in which consumers encouraged to find stickers on the packaging of food that could be exchanged for prizes. In the early 2000s, websites adapted some of the game elements, allowing the user to interact with interface elements for fun. Also, In the 2010s Gamification gathered a lot of “hype” – experts predicted a great future for this new approach and noted that the popularity of using game elements in business will grow significantly. Game designer Jesse Shell even said that games would be everywhere, “from toothbrushes to tax returns. An important impetus for developing a new approach given by the era of the smartphone, which in the first half of the 2010s gave rise to a flowering of all kinds of applications that in one way or another use game mechanics. And in the second half of the decade, game mechanics are already penetrating everywhere from sports to banking applications.
Every day people are faced with hundreds of dialogs, messages, graphs, numbers, and other data that can completely derail their work attitude and ability to systematize the information they receive. The desire for simplicity and the desire to be accessible have led business giants to understand the need to introduce a logical and understandable form of interaction into business processes – the game. Against this backdrop, The basis
Gamification in banking, as in any other sphere, is based on basic principles derived directly from game mechanics. These principles include challenge factors, persistence, clear goals, feedback, the experience of defeat, motivation, encouragement, and learning. In other words, gamification is as transparent as possible; and allows you to achieve concrete results by following the rules and being proactive; which is exactly what the customer and the bank need from each other. In banking, this tool allows:- change the client’s motivation, reorient it from a short-term perspective to longer and more capacious formats of interaction;
- to form close contact between the bank, its clients, and employees;
- to attract new audiences to the existing banking products (due to the convenience, simplicity, and inclusiveness), and in an unobtrusive manner to introduce users to new solutions, demonstrating their effectiveness;
- maintain the existing customer base through the actual infinity of financial “game” and encouragement of activity in it;
- make routine operations (transfers, bill payments) easier and add an element of entertainment to them;
- get feedback and track interest in a product or function;
- stimulate competition between users and help them introduce children to banking products;
- collect information about customer preferences, and make personalized offers.