The document discusses using gamification to change user behavior for fintech services. It describes how education alone does not influence behavior change and that gamification can be more effective through engagement and progression loops. It outlines common user behaviors fintechs want to encourage, such as more transactions and inviting friends. The document also discusses triggers for behavior change according to the Fogg Behavior Model, which identifies motivation, ability and triggers as key factors. It emphasizes that gamification is most successful if it influences sustained behavior change even after the gamification elements are removed.
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. 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
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
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
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. 1. Engagement loops
2. Progression loops
3. Good trigger
Behavior change in gamification
10
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