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gamification in financial services: FinTech Innovation Paolo Sironi, 2016-07-19 A survival guide for the FinTech era of banking FinTech Innovation examines the rise of financial technology and its growing impact on the global banking industry. Wealth managers are standing at the epicenter of a tectonic shift, as the balance of power between offering and demand undergoes a dramatic upheaval. Regulators are pushing toward a 'constrained offering' norm while private clients and independent advisors demand a more proactive role; practitioners need examine this banking evolution in detail to understand the mechanisms at work. This book presents analysis of the current shift and offers clear insight into what happens when established economic interests collide with social transformation. Business models are changing in profound ways, and the impact reaches further than many expect; the democratization of banking is revolutionizing the wealth management industry toward more efficient and client-centric advisory processes, and keeping pace with these changes has become a survival skill for financial advisors around the world. Social media, big data analytics and digital technology are disrupting the banking industry, which many have taken for granted as set in stone. This book shatters that assumption by illustrating the massive changes already underway, and provides thought leader insight into the changes yet to come. Examine the depth and breadth of financial technology Learn how regulations are driving changing business models Discover why investors may become the price-makers Understand the forces at work behind the rise of FinTech Information asymmetry has dominated the banking industry for centuries, keeping the bank/investor liability neatly aligned—but this is changing, and understanding and preparing for the repercussions must be a top priority for wealth managers everywhere. Financial Innovation shows you where the bar is being re-set and gives you the insight you need to keep up. |
gamification in financial services: Actionable Gamification Yu-kai Chou, 2019-12-03 Learn all about implementing a good gamification design into your products, workplace, and lifestyle Key FeaturesExplore what makes a game fun and engagingGain insight into the Octalysis Framework and its applicationsDiscover the potential of the Core Drives of gamification through real-world scenariosBook Description Effective gamification is a combination of game design, game dynamics, user experience, and ROI-driving business implementations. This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design. The book starts with an overview of the Octalysis Framework and the 8 Core Drives that can be used to build strategies around the various systems that make games engaging. As the book progresses, each chapter delves deep into a Core Drive, explaining its design and how it should be used. Finally, to apply all the concepts and techniques that you learn throughout, the book contains a brief showcase of using the Octalysis Framework to design a project experience from scratch. After reading this book, you'll have the knowledge and skills to enable the widespread adoption of good gamification and human-focused design in all types of industries. What you will learnDiscover ways to use gamification techniques in real-world situationsDesign fun, engaging, and rewarding experiences with OctalysisUnderstand what gamification means and how to categorize itLeverage the power of different Core Drives in your applicationsExplore how Left Brain and Right Brain Core Drives differ in motivation and design methodologiesExamine the fascinating intricacies of White Hat and Black Hat Core DrivesWho this book is for Anyone who wants to implement gamification principles and techniques into their products, workplace, and lifestyle will find this book useful. |
gamification in financial services: Next-Generation Applications and Implementations of Gamification Systems Portela, Filipe, Queirós, Ricardo, 2021-10-22 Gamification is being used everywhere; despite its apparent plethora of benefits, the unbalanced use of its main mechanics can end up in catastrophic results for a company or institution. Currently, there is a lack of knowledge of what it is, leading to its unregulated and ad hoc use without any prior planning. This unbalanced use prejudices the achievement of the initial goals and impairs the user's evolution, bringing potential negative reflections. Currently, there are few specifications and modeling languages that allow the creation of a system of rules to serve as the basis for a gamification engine. Consequently, programmers implement gamification in a variety of ways, undermining any attempt at reuse and negatively affecting interoperability. Next-Generation Applications and Implementations of Gamification Systems synthesizes all the trends, best practices, methodologies, languages, and tools that are used to implement gamification. It also discusses how to put gamification in action by linking academic and informatics researchers with professionals who use gamification in their daily work to disseminate and exchange the knowledge, information, and technology provided by the international communities in the area of gamification throughout the 21st century. Covering topics such as applied and cloud gamification, chatbots, deep learning, and certifications and frameworks, this book is ideal for programmers, computer scientists, software engineers, practitioners of technological companies, managers, academicians, researchers, and students. |
gamification in financial services: Gamification Stefan Stieglitz, Christoph Lattemann, Susanne Robra-Bissantz, Rüdiger Zarnekow, Tobias Brockmann, 2016-10-04 This compendium introduces game theory and gamification to a number of different domains and describes their professional application in information systems. It explains how playful functions can be implemented in various contexts and highlights a range of concrete scenarios planned and developed for several large corporations. In its first part the book presents the fundamentals, concepts and theories of gamification. This is followed by separate application-oriented sections – each containing several cases – that focus on the use of gamification in customer management, innovation management, teaching and learning, mobile applications and as an element of virtual worlds. The book offers a valuable resource for readers looking for inspiration and guidance in finding a practical approach to gamification. |
gamification in financial services: Gamify Biran Burke, 2016-10-14 Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cycle; it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail. This book goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right. Gamify shows gamification in action: as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. The sweet spot for gamification objectives is the space where the business objectives and player objectives are aligned. Like two sides of the same coin, player and business goals may outwardly appear different, but they are often the same thing, expressed different ways. The key to gamification success is to engage people on an emotional level and motivating them to achieve their goals. |
gamification in financial services: The Gameful World Steffen P. Walz, Sebastian Deterding, 2015-01-16 What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmic incentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media. |
gamification in financial services: Digital Health and the Gamification of Life Antonio Maturo, Veronica Moretti, 2018-10-16 This book analyzes the role of health apps to promote medicalization. It considers whether their use is an individual matter, rather than a political and social one, with some apps based on a medical framework positively promoting physical activity and meditation, or whether data-sharing can foster social discrimination. |
gamification in financial services: Game Mechanics Ernest Adams, Joris Dormans, 2012-06-18 This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You’ll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you’ll practice what you’ve learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment. In Game Mechanics: Advanced Game Design, you’ll learn how to: * Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics—from a library in this book—to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play. I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art. --Richard Bartle, University of Essex, co-author of the first MMORPG “Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!” -- Raph Koster, author of A Theory of Fun for Game Design. |
gamification in financial services: Gamification: Concepts, Methodologies, Tools, and Applications Management Association, Information Resources, 2015-03-31 Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education. |
gamification in financial services: Handbook of Research on Innovations in Technology and Marketing for the Connected Consumer Dadwal, Sumesh Singh, 2019-11-15 Connected customers, using a wide range of devices such as smart phones, tablets, and laptops have ushered in a new era of consumerism. Now more than ever, this change has prodded marketing departments to work with their various IT departments and technologists to expand consumers’ access to content. In order to remain competitive, marketers must integrate marketing campaigns across these different devices and become proficient in using technology. The Handbook of Research on Innovations in Technology and Marketing for the Connected Consumer is a pivotal reference source that develops new insights into applications of technology in marketing and explores effective ways to reach consumers through a wide range of devices. While highlighting topics such as cognitive computing, artificial intelligence, and virtual reality, this publication explores practices of technology-empowered digital marketing as well as the methods of applying practices to less developed countries. This book is ideally designed for marketers, managers, advertisers, branding teams, application developers, IT specialists, academicians, researchers, and students. |
gamification in financial services: Gamification by Design Gabe Zichermann, Christopher Cunningham, 2011-08 Provides the design strategi and tactics to integrates game mechanics into any kind of consumer-facing website og mobile app |
gamification in financial services: Gamification in Education and Business Torsten Reiners, Lincoln C. Wood, 2014-11-22 This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of practice in education and business. The book is divided into four parts: Theory, Education, Business, and Use Cases. Part I provides a foundation on the theory of gamification and offers insight into some of the outstanding questions that have yet to be addressed. In Part II, the application and value that gamification can bring within the education sector is examined. The book then changes focus in Part III to spotlight the use of gamification within business environments. The topics also cover educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results. |
gamification in financial services: FinTech Parag Y Arjunwadkar, 2018-04-17 Everything that we know about the world of finance is changing before us. Innovation is happening constantly, despite the protests of the traditional financial industry. With all the new technology that we have today, it is almost mind-blowing to think about the kind of technology that we will have in another ten years or so. The change is going to keep coming, the only thing we can do is get on board with it. This book introduces the basics of FinTech and equips readers with the knowledge to get on the cutting edge of age we live in today. |
gamification in financial services: The REGTECH Book Janos Barberis, Douglas W. Arner, Ross P. Buckley, 2019-08-06 The Regulatory Technology Handbook The transformational potential of RegTech has been confirmed in recent years with US$1.2 billion invested in start-ups (2017) and an expected additional spending of US$100 billion by 2020. Regulatory technology will not only provide efficiency gains for compliance and reporting functions, it will radically change market structure and supervision. This book, the first of its kind, is providing a comprehensive and invaluable source of information aimed at corporates, regulators, compliance professionals, start-ups and policy makers. The REGTECH Book brings into a single volume the curated industry expertise delivered by subject matter experts. It serves as a single reference point to understand the RegTech eco-system and its impact on the industry. Readers will learn foundational notions such as: • The economic impact of digitization and datafication of regulation • How new technologies (Artificial Intelligence, Blockchain) are applied to compliance • Business use cases of RegTech for cost-reduction and new product origination • The future regulatory landscape affecting financial institutions, technology companies and other industries Edited by world-class academics and written by compliance professionals, regulators, entrepreneurs and business leaders, the RegTech Book represents an invaluable resource that paves the way for 21st century regulatory innovation. |
gamification in financial services: Gamification at Work Janaki Mythily Kumar, Mario Herger, 2013 Gamification is becoming a common buzzword in business these days. In its November 2012 press release, Gartner predicts that by 2015, 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations. In the same report, they also predict that by 2014, 80% of current gamified applications will fail to meet business objectives, primarily due to poor design. What is gamification? Does it belong in the workplace? Are there design best practices that can increase the efficacy of enterprise gamification efforts? Janaki Kumar and Mario Herger answer these questions and more in this book Gamification @ Work. They caution against taking a chocolate covered broccoli approach of simply adding points and badges to business applications and calling them gamified. They outline a methodology called Player Centered Design which is a practical guide for user experience designers, product managers and developers to incorporate the principles of gamification into their business software. Player Centered Design involves the following five steps: 1. Know your player 2. Identify the mission 3. Understand human motivation 4. Apply mechanics 5. Manage, monitor and measure Kumar and Herger provide examples of enterprise gamification, introduce legal and ethical considerations, and provide pointers to other resources to continue your journey in designing gamification that works! Keywords: Gamification, Enterprise Gamification, Gamification of business software, enterprise software, business software, User experience design, UX, Design, Engagement, Motivation. |
gamification in financial services: Marketing and Mobile Financial Services Aijaz A. Shaikh, Heikki Karjaluoto, 2018-12-21 Mobile financial services (MFS) are of major interest and importance to both researchers and practitioners. The role played by nonbanking actors including telecoms and FinTech firms as well as other participants, such as PayPal and Amazon, in developing and deploying innovative financial and payment services is undeniable. Peer2peer (P2P) payments from nonbank services are becoming increasingly commonplace and will shortly be codified by EC (EU?) regulations requiring banks to provide access to consumer data for third-party app developers and service providers. Three major mobile financial systems—mobile banking, mobile payments, and branchless banking—currently dominate the electronic retail banking sector. Although interconnected and interrelated, their business models, regulatory frameworks, and target markets are distinct. This book provides a unified perspective on MFS and discusses its evolution, growth, and future, as well as identifying the frameworks, stakeholders, and technologies used in financial information systems in general and MFS in particular. Academics and researchers in digital and financial marketing will find this book an invaluable resource, as will bank executives, regulators, policy makers, FinTech professionals, and anyone interested in how mobile technology, social media and financial services will increasingly intersect. |
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gamification in financial services: The Gamification of Learning and Instruction Fieldbook Karl M. Kapp, 2013-11-11 Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning. |
gamification in financial services: Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice Novák, Daniel, 2015-09-14 Over the past decade, the healthcare industry has adopted games as a powerful tool for promoting personal health and wellness. Utilizing principles of gamification to engage patients with positive reinforcement, these games promote stronger attention to clinical and self-care guidelines, and offer exciting possibilities for primary prevention. Targeting an audience of academics, researchers, practitioners, healthcare professionals, and even patients, the Handbook of Research on Holistic Perspectives in Gamification for Clinical Practices reviews current studies and empirical evidence, highlights critical principles of gamification, and fosters the increasing application of games at the practical, clinical level. |
gamification in financial services: Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations Bernardes, Oscar, Amorim, Vanessa, Moreira, António Carrizo, 2022-01-28 Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians. |
gamification in financial services: Virtual Banking Dan Schatt, 2014-07-21 Technology is permanently transforming the banking industry, and digital payments are the key Electronic Payments, Mobile Commerce, and Virtual Banking: A Guide to Innovation, Partnering, and Regulation takes a hands-on approach to competing in the modern banking environment. Former PayPal Head of Financial Innovation Dan Schatt explores the reasons behind the massive consumer migration away from traditional banks, and provides clear, actionable guidance on beating new banking models at their own game. Digital payment is the hottest topic in banking today, and is set to define the future of the industry. Consumers are rapidly abandoning traditional banks in favor of institutions that are lower-cost and more consumer-centric. Between the pace of financial regulatory reform and the cloud computing revolution, the old banking model is on the fast track to extinction. Electronic Payments, Mobile Commerce, and Virtual Banking provides the information banks need to compete in this new environment, and details the integral implementation actions that will allow them to thrive. The book discusses real-world innovations from banks, non-banks, and up and comers, and the heavy competition from the new outsource bank model. Topics include: The changing POS landscape and the need for digital wallet partnerships Shifting gears to greenfield market opportunities versus non-profitable markets Digital channel best practices for superior customer experience When to outsource, and what capabilities to truly own Case studies including PayPal, Google, Square, Facebook, Twitter, and more illustrate acceleration of innovation through banking partnerships, as well as the mechanics behind banking's biggest, scariest threats. The trick to surviving the paradigm shift is to embody innovation while providing a superior customer proposition. Electronic Payments, Mobile Commerce, and Virtual Banking: A Guide to Innovation, Partnering, and Regulation provides the inside track on managing the shift and dominating the new marketplace. |
gamification in financial services: Ubiquitous Technologies for Human Development and Knowledge Management Rahman, Hakikur, 2021-04-23 In recent decades, digital technologies have permeated daily routines, whether at school, at work, or during personal engagements. Stakeholders in education are promoting innovative pedagogical practices, the business sector is utilizing updated processes. Even the public is improving their lifestyles by utilizing innovative technology. In a knowledge construction setting, technology becomes a tool to assist the user to access information, communicate information, and collaborate with others towards human development and knowledge management. In this context, ubiquitous computing has emerged to support humans in their daily life activities in a personal, unattended, and remote manner. Ubiquitous Technologies for Human Development and Knowledge Management serves as an authoritative reference source for the latest scholarly research on the widespread incorporation of technological innovations around the globe. It examines how the application of ubiquitous computing technologies affects various aspects of human lives, specifically in human development and knowledge management. The chapters demonstrate how these ubiquitous technologies, networks, and associated systems have proliferated and have woven themselves into the very framework of everyday life. It covers categorized investigations ranging from e-governance, knowledge management, ICTs, public services, innovation, and ethics. This book is essential for ICT specialists, technologists, teachers, instructional designers, practitioners, researchers, academicians, and students interested in the latest technologies and how they are impacting human development and knowledge management across different disciplines. |
gamification in financial services: The Wiley Handbook of Global Workplace Learning Vanessa Hammler Kenon, Sunay Vasant Palsole, 2019-04-16 Inclusive Guide Provides Practical Applications for Workplace Education Theory from Diverse Perspectives The Wiley Handbook of Global Workplace Learning explores the field of workplace education using contributions from both experts and emerging scholars in industry and academia. Unlike many previously published titles on the subject, the Handbook focuses on offering readers a truly global overview of workplace learning at a price point that makes it accessible for independent researchers and Human Resources professionals. Designed to strike a balance between theory and practice, the Handbook provides a wealth of information on foundational topics, theoretical frameworks, current and emerging trends, technological updates, implementation strategies, and research methodologies. Chapters covering recent research illustrate the importance of workplace learning topics ranging from meditation to change management, while others give pragmatic and replicable applications for the design, promotion, and implementation of impactful learning opportunities for employees at any company, regardless of industry. A sampling of topics addressed includes: “Using an Experiential Learning Model to Design an Assessment Framework for Workplace Learning” “Measuring Innovative Thinking and Acting Skills as Workplace-Related Professional Competence” Multiple chapters specifically addressing international business, such as “Competency in Globalization and Intercultural Communication”, “Global Strategic Planning” and “Global Talent Management” Research and recommendations on bridging generational and cultural divides as well as addressing employee learning disabilities With its impressive breadth of coverage and focus on real-world problem solving, this volume serves as a comprehensive tool for examining and improving practices in global workplace learning. It will prove to be a valuable resource for students and recent graduates entering the workforce and for those working in Human Resources and related fields. |
gamification in financial services: The Smart Financial Advisor Bill Martin CFA, 2017-10-25 |
gamification in financial services: FinTech as a Disruptive Technology for Financial Institutions Rafay, Abdul, 2019-01-18 Financial institutions are tasked with keeping businesses of all sizes financially sounds while also providing accessible banking options to everyday individuals. Fintech, or financial technology, is an emerging disruptive technology in financial transaction that will change banking behavior for stakeholders and enable better traceability of funds against specific assets. FinTech as a Disruptive Technology for Financial Institutions is an essential reference source that discusses applications of FinTech in financial institutions in small, medium, and large businesses and through cultural and religious filters. Featuring research on topics such as machine learning, market development, crypto-currency, financial security, blockchain, and financial technology, this book is ideally designed for bankers, business managers, economists, computer scientists, academicians, researchers, financial professionals, and students. |
gamification in financial services: The Four Money Bears Mac Gardner, Mac Gardner Cfp, 2015-03-15 The Four Money Bears have come together to teach young children how to manage their money. The bears show children how to Spend Cautiously, Save Diligently, Invest Wisely, and Give Generously. |
gamification in financial services: The WEALTHTECH Book Susanne Chishti, Thomas Puschmann, 2018-04-20 Get a handle on disruption, innovation and opportunity in investment technology The digital evolution is enabling the creation of sophisticated software solutions that make money management more accessible, affordable and eponymous. Full automation is attractive to investors at an early stage of wealth accumulation, but hybrid models are of interest to investors who control larger amounts of wealth, particularly those who have enough wealth to be able to efficiently diversify their holdings. Investors can now outperform their benchmarks more easily using the latest tech tools. The WEALTHTECH Book is the only comprehensive guide of its kind to the disruption, innovation and opportunity in technology in the investment management sector. It is an invaluable source of information for entrepreneurs, innovators, investors, insurers, analysts and consultants working in or interested in investing in this space. • Explains how the wealth management sector is being affected by competition from low-cost robo-advisors • Explores technology and start-up company disruption and how to delight customers while managing their assets • Explains how to achieve better returns using the latest fintech innovation • Includes inspirational success stories and new business models • Details overall market dynamics The WealthTech Book is essential reading for investment and fund managers, asset allocators, family offices, hedge, venture capital and private equity funds and entrepreneurs and start-ups. |
gamification in financial services: The Routledge Handbook of Financial Literacy Gianni Nicolini, Brenda J. Cude, 2021-12-30 Financial literacy and financial education are not new topics, even though interest in these topics among policymakers, financial authorities, and academics continues to grow. The Routledge Handbook of Financial Literacy provides a comprehensive reference work that addresses both research perspectives and practical applications to financial education. This is the first volume to summarize the milestones of research in financial literacy from multiple perspectives to offer an overview. The book is organized into six parts. The first three parts provide a conceptual framework, which discusses what financial literacy is, how it should be measured, and explains why it represents a relevant topic and effective tool in enhancing decision-making among consumers as well as consumer protection strategies. Part IV addresses the connection between financial education and financial literacy, with chapters about financial education in school settings as well as for adults. This part includes an analysis of the role of Fintech and the use of gamification in financial education. Part V is a collection of contributions that analyze financial literacy and financial education around the world, with a focus on geographical areas including the U.S., South America, Western Europe, Eastern Europe, Asia, and Africa. This part also considers how financial literacy should be addressed in the case of Islamic finance. The concluding part of the book examines how financial literacy is related to other possible approaches to consumer finance and consumer protection, addressing the relationships between financial literacy and behavioral economics, financial well-being, and financial inclusion. This volume is an indispensable reference for scholars who are new to the topic, including undergraduate and graduate students, and for experienced researchers who wish to enrich their knowledge, policymakers seeking a broader understanding and an international perspective, and practitioners who seek knowledge of best practices as well as innovative approaches. |
gamification in financial services: Robo-Advisory Peter Scholz, 2020-12-28 Robo-Advisory is a field that has gained momentum over recent years, propelled by the increasing digitalization and automation of global financial markets. More and more money has been flowing into automated advisory, raising essential questions regarding the foundations, mechanics, and performance of such solutions. However, a comprehensive summary taking stock of this new solution at the intersection of finance and technology with consideration for both aspects of theory and implementation has so far been wanting. This book offers such a summary, providing unique insights into the state of Robo-Advisory. Drawing on a pool of expert authors from within the field, this edited collection aims at being the vital go-to resource for academics, students, policy-makers, and practitioners alike wishing to engage with the topic. Split into four parts, the book begins with a survey of academic literature and its key insights paired with an analysis of market developments in Robo-Advisory thus far. The second part tackles specific questions of implementation, which are complemented by practical case studies in Part III. Finally, the fourth part looks ahead to the future, addressing questions of key importance such as artificial intelligence, big data, and social networks. Thereby, this timely book conveys both a comprehensive grasp of the status-quo as well as a guiding outlook onto future trends and developments within the field. |
gamification in financial services: Game-Based Marketing Gabe Zichermann, Joselin Linder, 2010-03-29 Harness the power of games to create extraordinary customer engagement with Game-Based Marketing. Gamification is revolutionizing the web and mobile apps. Innovative startups like Foursquare and Swoopo, growth companies like Gilt and Groupon and established brands like United Airlines and Nike all agree: the most powerful way to create and engage a vibrant community is with game mechanics. By leveraging points, levels, badges, challenges, rewards and leaderboards – these innovators are dramatically lowering their customer acquisition costs, increasing engagement and building sustainable, viral communities. Game-Based Marketing unlocks the design secrets of mega-successful games like Zynga’s Farmville, World of Warcraft, Bejeweled and Project Runway to give you the power to create winning game-like experiences on your site/apps. Avoid obvious pitfalls and learn from the masters with key insights, such as: Why good leaderboards shouldn’t feature the Top 10 players. Most games are played as an excuse to socialize, not to achieve. Status is worth 10x more than cash to most consumers. Badges are not enough: but they are important. You don’t need to offer real-world prizing to run a blockbuster sweepstakes. And learn even more: How to architect a point system that works Designing the funware loop: the basics of points, badges, levels, leaderboards and challenges Maximizing the value and impact of badges Future-proofing your design Challenging users without distraction Based on the groundbreaking work of game expert and successful entrepreneur Gabe Zichermann, Game-Based Marketing brings together the game mechanics expertise of a decade’s worth of research. Driven equally by big companies, startups, 40-year-old men and tween girls, the world is becoming increasingly more fun. Are you ready to play? |
gamification in financial services: Reality Is Broken Jane McGonigal, 2011-01-20 “McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient. |
gamification in financial services: The GAME of Innovation: Conquer Challenges. Level Up Your Team. Play to Win David Cutler, 2022-03-22 As a leader, how do you discover and implement breakthrough opportunities? Gamify challenges. Level up your team. And play to WIN. Unveiling a comprehensive approach to extraordinary problem-solving, The GAME of Innovation offers all you need to meet challenges head on and seize the competitive edge. Conceived by a super-creative quartet of top-tier business consultants, The GAME of Innovation builds upon a novel premise: What if you framed problems as if they were games of profound significance? How might you design something new or reimagine the old, particularly when competition increases, technology disrupts, change accelerates, money tightens, and the rules of success are constantly evolving? The book then shares a flexible methodology for designing powerhouse problem-solving GAMEs (Guidelines, Arena, Materials, Experience), aligning teams with 5 problem-solving “lenses,” building consensus behind change, and leading/managing the process. This uncommon, easy-to-read, visual book is packed with actionable strategies that will help you and your community thrive when playing The GAME of Innovation. |
gamification in financial services: Teaching and Learning in a Digital World Michael E. Auer, David Guralnick, Istvan Simonics, 2017-12-26 This book gathers the Proceedings of the 20th International Conference on Interactive Collaborative Learning (ICL2017), held in Budapest, Hungary on 27–29 September 2017. The authors are currently witnessing a significant transformation in the development of education. The impact of globalisation on all areas of human life, the exponential acceleration of technological developments and global markets, and the need for flexibility and agility are essential and challenging elements of this process that have to be tackled in general, but especially in engineering education. To face these current real-world challenges, higher education has to find innovative ways to quickly respond to them. Since its inception in 1998, this conference has been devoted to new approaches in learning with a focus on collaborative learning. Today the ICL conferences offer a forum for exchange concerning relevant trends and research results, and for sharing practical experience gained while developing and testing elements of new technologies and pedagogies in the learning context. |
gamification in financial services: Banks and Fintech on Platform Economies Paolo Sironi, 2021-11-22 Discover the future of the financial services industry with this insightful new resource on Contextual and Conscious Banking In Banks and Fintech on Platform Economies: Contextual and Conscious Banking, accomplished fintech professional and author Paolo Sironi delivers an insightful examination of how platform theory, born outside of financial services, will make its way inside banking and financial markets to radically transform the way firms do business. You’ll learn why the financial services industry must master the necessary shift of focus from selling business outputs to selling client outcomes. You’ll also discover how to steer the industry towards new forms of digital transformation underpinned by Contextual Banking and Conscious Banking platform strategies that will benefit stakeholders of all kinds. This important book: Describes the shift in mindset necessary to help banks strengthen and extend the reach of their Banking-as-a-Service and Banking-as-a-Platform operations. Shows how a renewed interpretation of fundamental uncertainty inspires the usage of exponential technologies to achieve architectural resilience, and open the reference theory to spring new business models centered on clients’ and ecosystems’ antifragility. Financial services industry can break-out from a narrow space of value-generation to reclaim top spot against bigtech contenders, enjoying greater flexibility and adaptability at lower digital costs Perfect for CEOs, business leaders, regulators, fintech entrepreneurs, wealth managers, behavioral finance researchers and professionals working at financial technology companies, Banks and Fintech on Platform Economieswill also earn a place in the libraries of bankers seeking a firm grasp of the rapidly evolving outcome economy and a view about the future of the industry. |
gamification in financial services: HI PO Talent Competencies - Financial Services Ganesh Shermon, 2017-09-10 High Potential Talent Competencies Financial Services Focused High Potential Talent Building - customized, tailor made exercises specifically designed for financial services industry - Banking, Insurance, Investment Banks, Broking, Securities, Private Equity, Venture Capitalists and so on. Includes several competency maps with a focus on futuristic behaviors in a digital financial services world that includes AI, Blockchain, Robotics, Neural Networks, Machine Learning, Robotics and IoT. The tools designed for such FS Centric centers are industry sharp, providing the assessors and participants with a comprehensive experience on many business - behavioral aspects of the issues challenges, opportunities and facets confronting their everyday leadership role. Leadership is not always about managing people - In fact in today's day and age leadership is about demonstrating a business attitude towards clients, customers, people, process, technology, and stakeholders. |
gamification in financial services: Assetization Kean Birch, Fabian Muniesa, 2020-07-14 How the asset—anything that can be controlled, traded, and capitalized as a revenue stream—has become the primary basis of technoscientific capitalism. In this book, scholars from a range of disciplines argue that the asset—meaning anything that can be controlled, traded, and capitalized as a revenue stream—has become the primary basis of technoscientific capitalism. An asset can be an object or an experience, a sum of money or a life form, a patent or a bodily function. A process of assetization prevails, imposing investment and return as the key rationale, and overtaking commodification and its speculative logic. Although assets can be bought and sold, the point is to get a durable economic rent from them rather than make a killing on the market. Assetization examines how assets are constructed and how a variety of things can be turned into assets, analyzing the interests, activities, skills, organizations, and relations entangled in this process. The contributors consider the assetization of knowledge, including patents, personal data, and biomedical innovation; of infrastructure, including railways and energy; of nature, including mineral deposits, agricultural seeds, and “natural capital”; and of publics, including such public goods as higher education and “monetizable social ills.” Taken together, the chapters show the usefulness of assetization as an analytical tool and as an element in the critique of capitalism. Contributors Thomas Beauvisage, Kean Birch, Veit Braun, Natalia Buier, Béatrice Cointe, Paul Robert Gilbert, Hyo Yoon Kang, Les Levidow, Kevin Mellet, Sveta Milyaeva, Fabian Muniesa, Alain Nadaï, Daniel Neyland, Victor Roy, James W. Williams |
gamification in financial services: Life-Like Characters Helmut Prendinger, Mitsuru Ishizuka, 2013-03-09 For the first time, a comprehensive collection of the latest developments in scripting and representation languages for life-like characters. The text introduces toolkits for authoring animated characters which further supports the practicality and ease of use of this new interface technology. As life-like characters is a vibrant research area, various applications have been designed and implemented. The text covers the most successful and promising applications, ranging from product presentation and student training to knowledge integration and interactive gaming. It also discusses the key challenges in the area and provides design guidelines for employing life-like characters. |
gamification in financial services: Even Ninja Monkeys Like to Play: Unicorn Edition Andrzej Marczewski, 2018-10-03 This is the hugely updated second edition of Even Ninja Monkeys Like To Play. A guide to using gamification and game thinking to create engaging experiences for people. This book takes you on a journey through the theories on which gamification is built, onto practical advice for building gamified solutions. A book that dances in the space where psychology and game design meet, offering practical guidance to gamification - all tied together with Andrzej's best-in-class categorisation of what works most appropriately for whom. -- Dr Richard Bartle, Professor of Game Design at the University of Essex, Author of Designing Virtual Worlds Andrzej Marczewski's book Even Ninja Monkeys Like To Play gives extraordinary and important knowledge upon the topic of gamification and game thinking strategies. It is a must read for anyone having a beginning interest or even for veterans of the topic. It provides more than a base of information for anyone to pick it up and understand the topic more deeply. -- Dr. Anthony Bean, Ph.D., Video Game Expert and Researcher Contents The Theory of Games, Play and Gamification What is Gamification? What Are Games and Play? What Are Game Mechanics? What is Fun? What is Game Thinking? Gamification and Game Thinking in Practice Ethical Considerations of Gamification The Science of Gamification What Motivates Us? The Intrinsic Motivation RAMP What is Flow and Why is it Important? User Types in Gamification (The HEXAD) The Neuroscience of Gamification Building Gamified Solutions How to Start with The User Journey How to Use Points, Badges and Leaderboards How to Set Clear Goals How to Design Good Feedback and Reward Systems How to Design a Simple Gamified System How to Understand Emotions in Gamification Design How to Use Narrative to Create Deeper Experiences How to Create Playful Experiences How to Handle Cheating How to See it From the User's Perspective Gamification Mechanics and Elements Planning and Implementing your Gamification Design The Gamification Design Framework How to Keep the User Engaged How to Balance a Gamified System Keeping it Simple Tying Loyalty into Gamification Modelling Gamified Systems Final Thoughts Five Steps to a Happier Life with Gamification Other Design Tips |
gamification in financial services: Game Frame Aaron Dignan, 2011-03-08 Ever wonder why teens can spend entire weekends playing video games but struggle with just one hour of homework? Why we’re addicted to certain websites and steal glances at our smartphones under the dinner table? Or why some people are able to find joy in difficult or repetitive jobs while others burn out? It’s not the experiences themselves but the way they’re structured that matters. All our lives we’ve been told that games are distractions—playful pastimes, but unrelated to success. In Game Frame, Aaron Dignan shows us that the opposite is true: games produce peak learning conditions and accelerated achievement. Here, the crucial connection between the games we love to play and the everyday tasks, goals, and dreams we have trouble realizing is illuminated. Aaron Dignan is the thirty-something founder of a successful digital strategy firm that studies the transformative power of technology in culture. He and his peers were raised on a steady diet of games and gadgets, ultimately priming them to challenge the status quo of the modern workplace. What they learned from games goes deeper than hand-eye coordination; instead, this generation intrinsically understands the value of adding the elements of games into everyday life. Game Frame is the first prescriptive explanation of what games mean to us, the human psychology behind their magnetic pull, and how we can use the lessons they teach as a framework to achieve our potential in business and beyond. Games are a powerful way to influence and change behavior in any setting. Here, Dignan outlines why games and play are such important trends in culture today, and how our technology, from our iPhones to our hybrid cars, primes us to be instinctive players. Game Frame tackles the challenging task of defining games and the mechanics that make games work from several perspectives, then explores these ideas through the lens of neuroscience. Finally, Dignan provides practical tips for using basic game mechanics in a variety of settings, such as motivating employees at work or encouraging children at home, giving readers the tools to develop their own games to solve problems in their everyday lives. Illuminated throughout with a series of real-world examples and hypothetical scenarios, Game Frame promises a crash course in game design and behavioral psychology that will leave the reader—and, by extension, the world itself—more productive. Revolutionary, visionary, practical, and time-tested, Game Frame will change the way you approach life. |
gamification in financial services: Recent Advances in Computing Sciences Sophiya Sheikh, Manmohan Sharma, Amar Singh, 2023-12-21 The 1st International Conference on Recent Advances in Computing Sciences (RACS-2022) organized by the School of Computer Application, Lovely Professional University, Jalandhar, Punjab from 4th to 5th November, 2022. The conference focuses on discussing issues, exchanging ideas, and the most recent innovations towards the advancement of research in the field of Computing Sciences and Technology. All technical sessions were predominantly related to Data Science, Artificial Intelligence, Remote Sensing, Image Processing, Computer Vision, Data Forensics, Cyber Security, Computational Sciences, Simulation & Modelling, Business Analytics, and Machine Learning. The main objective of this conference is to provide a common platform for academia and industry to discuss various technological challenges and share cognitive thoughts. It provided a thought-provoking platform to discuss and disseminate novel solutions for real-world problems in a dynamic and changing technological environment. The main success of RACS-2022 is to give an opportunity for the participants to enhance their knowledge of recent computing technologies. |
Gamification - Wikipedia
Gamification is the process of enhancing systems, services, organisations and activities through the integration of game design elements and principles in non-game contexts.
Gamification: What It Is and How It Works (With 8 Examples)
May 31, 2024 · Gamification is all about making non-game activities feel like they’re games. It’s a way of adding extrinsic motivation — dangling rewards like carrots on sticks — to enhance …
Gamification, What It Is, How It Works, Examples ...
Feb 18, 2017 · Gamification in education involves using game mechanics like point-scoring and rewards to make learning more engaging and fun. By tapping into students’ natural desire for …
What is gamification? How it works and how to use it - TechTarget
Feb 24, 2025 · Gamification is a strategy that integrates entertaining and immersive gaming elements into nongame contexts to enhance engagement and motivate certain behaviors. It …
What Is Gamification? 10 Engaging Examples You Need to See!
Mar 22, 2025 · Gamification Defined: It’s the application of game mechanics in non-game contexts to enhance engagement and motivation. Psychological Principles: Utilizes concepts like goal …
What is Gamification? | IxDF - The Interaction Design Foundation
Gamification is a powerful tool to drive user engagement. The goal is not to transform user interfaces into games. Instead, designers should inject fun elements into applications and …
GAMIFICATION Definition & Meaning - Merriam-Webster
The meaning of GAMIFICATION is the process of adding games or gamelike elements to something (such as a task) so as to encourage participation. How to use gamification in a …
Gamification - Wikipedia
Gamification is the process of enhancing systems, services, organisations and activities through the integration of game design elements and principles in non-game contexts.
Gamification: What It Is and How It Works (With 8 Examples)
May 31, 2024 · Gamification is all about making non-game activities feel like they’re games. It’s a way of adding extrinsic motivation — dangling rewards like carrots on sticks — to enhance …
Gamification, What It Is, How It Works, Examples ...
Feb 18, 2017 · Gamification in education involves using game mechanics like point-scoring and rewards to make learning more engaging and fun. By tapping into students’ natural desire for …
What is gamification? How it works and how to use it - TechTarget
Feb 24, 2025 · Gamification is a strategy that integrates entertaining and immersive gaming elements into nongame contexts to enhance engagement and motivate certain behaviors. It uses …
What Is Gamification? 10 Engaging Examples You Need to See!
Mar 22, 2025 · Gamification Defined: It’s the application of game mechanics in non-game contexts to enhance engagement and motivation. Psychological Principles: Utilizes concepts like goal …
What is Gamification? | IxDF - The Interaction Design Foundation
Gamification is a powerful tool to drive user engagement. The goal is not to transform user interfaces into games. Instead, designers should inject fun elements into applications and …
GAMIFICATION Definition & Meaning - Merriam-Webster
The meaning of GAMIFICATION is the process of adding games or gamelike elements to something (such as a task) so as to encourage participation. How to use gamification in a sentence. Did you …