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Fintech users behavior change with gamification

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peoples are using internet and mobile banking and payment app. now fintech says we are better. but how to change their behavior.
gamification can help them

Publicada em: Marketing
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Fintech users behavior change with gamification

  1. 1. Fintech users behavior change with GAMIFICATION
  2. 2. 2 Mohsen saeidi ◂ 17 years at Ansar Bank ◂ SME Banking services manager at Ansar Bank ◂ Gamification Certificate earned on December 20, 2015 ◂ IGA content writer ◂ Co-founder of WillBeeen startup(failed) https://www.linkedin.com/in/mohsensaeidi @msnsaeidi
  3. 3. Banking and payment in Iran 3 Traditional Banking Online Banking ATM Mobile and Internet Banking PSP and Payments App (Internet and USSD) Fintech Digital Banking
  4. 4. Fintechs 4 ◂ Payment ◂ Money Management ◂ Insurtech ◂ Lending ◂ Everyday Banking ◂ International Money Transfer ◂ Cryptocurrency ◂ Wealthtech ◂ regtech
  5. 5. 5 Fintech problems in iran ● Unfamiliarity with fintech Services ● Provide all banking services at Mobile and Internet Bank ● Payments are dominated by PSP ● Regulatory ● Mistrust ● Value proposition
  6. 6. 1. What is the behavior How to change it ???
  7. 7. “ Information or education does very little to influence behavior change. If that worked, no one would be texting while driving on our roads today. 7
  8. 8. what behaviors does fintech expect from users ◂ More transaction ◂ engagement ◂ Invite friends ◂ And ... 8
  9. 9. Gamification The ideal and truly successful Gamification is one where at least a single person continues the encouraged behavior long after the Gamification is ended. 9
  10. 10. 1. Engagement loops 2. Progression loops 3. Good trigger Behavior change in gamification 10
  11. 11. Engagement loops 11
  12. 12. Progression loops 12 ● Discovery ● Onboarding ● Scaffolding ● End game (mastery)
  13. 13. Discovery - driver and mechanic example 13 1 2 3 4
  14. 14. FOGG behavior model 14
  15. 15. FOGG behavior model 15 Motivation : Sensation, Anticipation, Belonging Ability: Time, Money, Physical Effort, thought, Social deviance, Non-routine, Trigger : Spark, facilitator, signal
  16. 16. 16 Hooked
  17. 17. Empathy Empathy is the experience of understanding another person's thoughts, feelings, and condition from their point of view, rather than from your own
  18. 18. Thanks! 18 Winner Makes mistakes and says: 'I was wrong.' Loser Says: 'It wasn't my fault'

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