Game ready

7 min read
7 min read

Whether on our phone, via the internet or through various devices, we are exposed to gaming elements. Think about your everyday journey to work. The mobile game apps you play with, the badges you earn for hitting the target with your smartwatch, or the loyalty points you receive for shopping. When we think of games, we think of fun and the feeling of exhilaration when we win or complete an adventure.

Mercer’s 2020 Super Fund Executive Report (Mercer, 2017), found that 39 per cent of superannuation funds rated ‘improving member engagement and service’ as their top business and strategic priority. However, the industry is facing a growing distrust and disengagement from Australians, ranging from Millennials to the indigenous communities. Key to this problem is the lack of understanding about how superannuation works possibly due to a general deficiency in financial literacy. So how can the industry transform a seemingly mundane topic into something fun, sticky and engaging?

Perhaps the industry could look at designing mobile-based learning apps that will help teach financial literacy and link them to superannuation. When Millennials are asked about which mobile apps they use to learn about finance, apps like Acorns and the Commonwealth Bank are cited, because these are interactive and teach them to save.

Millennials are acknowledged to be the cohort keen to make a difference and change the world. Imagine a mobile learning app that teaches them how to ethically invest via their superannuation fund by selecting investment options that invest in sustainable initiatives.

Interactive learning principles

There are key principles to building an interactive learning experience by applying gamification elements, such as:

  • Learning must have contextual relevance from a strategy, culture, and values perspective. It needs to be relevant to real life and games can be used to simulate this.
  • Learning is most effective when learners are intentionally and repeatedly exposed to a cycle of learning, practicing, reflecting, and then repeating. This can be built into the game mechanics.
  • Learning becomes engaging when users share experiences through high score badges and leader boards. The competitive streak in some will kick in to try harder and achieve more.
  • Learning is an experience as opposed to a once-off event; entails a process of learning over time, by creating a game that is not time constrained.
  • Learning is a social experience, and a gaming environment allows learners to exchange ideas, and gain understanding from collective or shared experiences.
  • Learning should provide instant feedback.

A gamification example using these principles is IQ Business South Africa’s online learning delivery used to address resilience for a major bank spread across Africa. Users click on a secure browser link which opens to a game show room complete with game show host, avatar selection and a Wheel of Fortune-like spinner that randomly selects trivia topics. Users earn points with correct answers and learn why immediately if they make an incorrect selection.

Organisations that intentionally incorporate gamification understand that gaming is age irrelevant and should embody the brand and culture of the organisation. So, the game mechanics should be customised to teach users what the brand stands for. A great example of this is when Siemens was faced with major branding and communication challenges involving a diverse set of internal and external stakeholders. Their solution was to design Plantville, an online gaming platform to give the experience of being a plant manager. Players were challenged to maintain operation of their plant while improving productivity, efficiency and facility health. The online game hit the mark with their target stakeholders and more. Stories about Plantville were featured in more than 235 outlets, reaching more than a million people.

Gamification

Game design

Gamification design elements have structure and content. Structure consists of points collection, leader boards, levels of difficulty, badges and rewards. Content comprises challenges in progressive stages, stories that are captivating, avatars or characters players can adopt, time-constrained tasks and freedom to fail (including the ability to respawn to try again). Behavioural science research shows that gamification can instil behavioural change depending on what the game is teaching, engaging and motivating. Popular gamification technology includes game design tools like Unity and Unreal Engine.

Gamification is also becoming a popular method to engage with customers as it encourages participation, engagement and loyalty. Think of what superannuation members could be interacting with – the website, the app, the social media page or all three. Then integrate game mechanics to draw them in regularly.

There are a handful of superannuation funds that have some degree of gamification in the form of retirement calculators where members can enter financial data, receive a ranking and see where they are likely to retire. Members can plug in different numbers to view different results. This is a start.

Consider gamification when you begin onboarding members. Can members earn loyalty points by completing a survey of the onboarding experience? Perhaps more points are earned when members visit their account to complete a task on the website. The points could then be converted to a tangible reward or even donated to a charity of their choice.

The use of gamification should always be linked to the overall fund strategy targeted at member segments that the funds would like to increase engagement and interaction with. Consider the strategic outcome, is this about increasing membership growth or a preventative strategy to stop further decline in the member segment? Also consider how this segment likes to be communicated with and leverage on technology to reach out to that segment.

The question of ‘what to gamify?’ should be answered by your members. Add gamification to what members care about and something they value. Otherwise incorporating game-like mechanics that do not serve an end purpose will be a complete waste of time.

The future

The future of gaming will invade the corporate world as technology rapidly advances into the areas of Virtual Reality (VR) and Artificial Intelligence (AI). We are likely to see playing freedom across platforms allowing users to move device platforms without any gaming interruptions. Online gaming spectators will become a norm. As user experience and functionality continue to enhance, players can shape, enhance and control their game play. Social media will become more integrated into gaming and gaming will require physical involvement of the participants. Online gaming will become social.

HIQ Learning Services, a company of IQ Group Australia has teamed up with its sister company IQ Business South Africa to incorporate gamification elements into learning and customer engagement. In July 2018, in celebration of Nelson Mandela’s 100th Birthday, IQ Business South Africa in collaboration with VictoryVR, developed a virtual experience that allowed users to stand in Mandela’s shoes. The journey, created in virtual reality, enabled users to stand on the hills near Mandela’s childhood home and his prison cell on Robben Island.

Imagine a VR experience built to teach the next generation of Australians about superannuation and retirement, like a ‘choose your own adventure game’. The choices they make in different phases of their VR life can lead them to different retirement scenarios. The time to incorporate gamification is now. Our future is game ready.

Cynthia Cheong is practice leader for HIQ Learning Services, a company of IQ Group Australia, and Adi Stephan is head of learning & deve
lopment, IQ Business South Africa

Picture of By Cynthia Cheong and Adi Stephan

By Cynthia Cheong and Adi Stephan

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Derek Thompson

Bestselling author, podcast host & founder

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Few speakers can match Derek Thompson‘s ability to synthesize mega-trends in society, labor, economics, technology, and politics. Put another way: Derek trawls the data sets and does the forecasting and deep reporting necessary to help us better understand how we live, how we vote, how we spend, and how we work.

In his paradigm-shifting #1 New York Times bestseller, Abundance (co-written with Ezra Klein), this award-winning journalist reveals how our policies and culture have pushed us into a world of scarcity (not enough housing, workers, or progress)—and offers a radical new path towards a world where housing is affordable, energy is plentiful, and innovation flourishes across industries.

He shares a compelling vision of a future where we have more than enough for everybody, and a practical, actionable roadmap for how to get there. It starts with taking more risks, building more expansively, and recognizing that we all have the power to create a world of abundance. “Everything’s utopian until it’s reality,” he says.

Carmen Beverley-Smith

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Carmen joined APRA in March 2023 and holds the role of Executive Director, Life and Private Health Insurance and Superannuation.  

She has had an esteemed career in financial services, spanning over 25 years. She has held diverse leadership roles at Westpac and Commonwealth Bank of Australia, including across risk, transformation and change, product and portfolio development, and sales and service. 

Prior to joining APRA, she held the role of General Manager, Risk Transformation Delivery Integration at Westpac. This involved leading the group-wide implementation of a suite of solutions to uplift risk management capability and develop data, analytics and reporting. 

Carmen leads with a values-driven approach and a particular interest in developing and mentoring talent. 

She holds a Bachelor of Commerce and Accounting, is a certified Chartered Accountant and a Graduate of the Australian Institute of Company Directors. 

Amy C. Edmondson

Novartis Professor of Leadership and Management, Harvard Business School

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Amy C. Edmondson is the Novartis Professor of Leadership and Management at the Harvard Business School, a chair established to support the study of human interactions that lead to the creation of successful enterprises that contribute to the betterment of society.

Edmondson has been recognized by the biannual Thinkers50 global ranking of management thinkers since 2011, and most recently was ranked #1 in 2021 and 2023; she also received that organization’s Breakthrough Idea Award in 2019, and Talent Award in 2017.  She studies teaming, psychological safety, and organisational learning, and her articles have been published in numerous academic and management outlets, including Administrative Science Quarterly, Academy of Management Journal, Harvard Business Review and California Management Review. Her 2019 book, The Fearless Organization: Creating Psychological Safety in the Workplace for Learning, Innovation and Growth (Wiley), has been translated into 15 languages. Her prior books – Teaming: How organizations learn, innovate and compete in the knowledge economy (Jossey-Bass, 2012), Teaming to Innovate (Jossey-Bass, 2013) and Extreme Teaming (Emerald, 2017) – explore teamwork in dynamic organisational environments. In Building the future: Big teaming for audacious innovation (Berrett-Koehler, 2016), she examines the challenges and opportunities of teaming across industries to build smart cities. 

Edmondson’s latest book, Right Kind of Wrong (Atria), builds on her prior work on psychological safety and teaming to provide a framework for thinking about, discussing, and practicing the science of failing well. First published in the US and the UK in September, 2023, the book is due to be translated into 24 additional languages, and was selected for the Financial Times and Schroders Best Business Book of the Year award.

Before her academic career, she was Director of Research at Pecos River Learning Centers, where she worked on transformational change in large companies. In the early 1980s, she worked as Chief Engineer for architect/inventor Buckminster Fuller, and her book A Fuller Explanation: The Synergetic Geometry of R. Buckminster Fuller (Birkauser Boston, 1987) clarifies Fuller’s mathematical contributions for a non-technical audience. Edmondson received her PhD in organisational behavior, AM in psychology, and AB in engineering and design from Harvard University.

 

Daniel Mulino MP

Assistant Treasurer and Minister for Financial Services

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Born in Brindisi, Italy, Daniel was a young child when he moved with his family to Australia. He grew up in Canberra and completed his first degrees – arts and law – at the ANU. He then completed a Master of Economics (University of Sydney) and a PhD in economics from Yale.

He lectured at Monash University, was an economic adviser in the Gillard government and was a Victorian MP from 2014 to 2018. As Parliamentary Secretary to the Treasurer of Victoria, Daniel helped deliver major infrastructure projects and developed innovative financing structures for community projects.

In 2018 he was preselected for the new federal seat of Fraser and became its first MP at the 2019 election, re-elected in 2022 and 2025. From 2022 to 2025, Daniel was chair of the House of Representatives’ Standing Economics Committee in which he chaired inquiries; economic dynamism, competition and business formation and insurers’ responses to 2022 major floods claims.

In 2025, he became the Assistant Treasurer and Minister for Financial Services.

In August 2022, Daniel published ‘Safety Net: The Future of Welfare in Australia’, which aims to explore the ways in which an insurance approach can improve the effectiveness of government service delivery.