Playing games with Gen Y Joseph F. Coughlin, Ph.D., Director, Massachusetts Institute of Technology AgeLab Generation Y is the largest and most diverse generation in U.S. history. There are between 70 million and 80 million of these young Americans born between 1979 and 1994, and according to TIAA-CREF surveys, Gen Y is interested in financial planning: 67% of Gen Yers say their retirement savings and planning behaviors are more diligent than that of their peers, while 46% say they feel prepared for retirement. But their confidence may be misguided. Just 34% of Gen Yers invest in a workplace retirement program, 29% have saved in an IRA, 25% have calculated how much income they will need every year in retirement, and 20% have met with a financial advisor. This is a group that wants and needs direction in their financial lives. Members of Gen Y face some significant economic and financial challenges—such as high levels of underemployment and college debt—and they need to compensate for these obstacles with better financial behaviors. Although Gen Y is often referred to as the “technology generation,” a more appropriate moniker would be the “connected” generation. Throughout their lives they have played online games to connect, compete and compare themselves with friends (both real and virtual). And there’s growing evidence that plan sponsors can leverage this mindset to design online games that engage Gen Y about financial planning and well-being. The five dimensions of gaming Gamification is a new method of engagement that loops together friends and peers. It combines the rational and the fun to convey information that Gen Y might otherwise find boring or annoying and thus ignore. It is essentially a structured way to use fun and friends to drive behavioral change. There are five dimensions to gamification Space Goals Elements Mechanics Rules Where it is being played What defines success What one does to accomplish those goals The barriers to those goals How one plays the game As a strategy, gamification has been used for some time in healthcare—and it’s proven effective in that realm. As smartphones have become increasingly prevalent, consumers have begun using apps that advise, for instance, what to eat and what others like them have eaten—while looking at a menu. Websites such as meyouhealth.com make healthy behavior Playing games with Gen Y a group competition by posting a daily challenge, such as “Everyone take the stairs instead of the elevator today” or “Everyone use fat-free milk in their coffee today.” Participants log in and register that they’ve done so to keep score. The sharing of information and the motivation to be healthy with online friends has engaged so many people that an entirely new lifestyle has emerged in which people use wearable devices, such as pedometers, to manage, monitor and motivate their compliance with behaviors that contribute to their physical and emotional well-being. Better financial behavior, five questions at a time While gamification is still relatively uncommon in financial services, some organizations are experimenting and finding success. For example, TIAA-CREF’s Interactive Financial IQ Challenge is an online, institution-wide contest that encourages financial awareness through five-question quizzes that are refreshed daily. A reporting feature identifies key insights and directs targeted education programs, and a leader board displays leaders in real-time to spur competition. Winners receive a prize. Bundling the FIQ Challenge with additional communications or programs, such as workshops, drove higher engagement within those programs. Also, plan sponsors that fostered peer-to-peer competition or made department/campus leader boards public had higher engagement levels. Gaming puts Gen Y in control There’s a good bit of peer pressure in the gaming realm, and plan sponsors can use this mindset to their advantage when designing financial games that engage and drive behavioral change. Another reason gamification is a good engagement strategy for Gen Yers is that they have control: They can play for a few minutes or an hour, whenever and wherever they are, on the device of their choosing. Whether that’s at 2 a.m. or 2 p.m., whether on the train or at home, whether via smartphone or tablet, whether they’ve got an hour to spend on Sunday morning or just a few minutes while they wait for a friend at a restaurant on Saturday night, gamification can engage Gen Y employees and influence their behavior. Gamification does not always have to occur online. There are old-fashioned tactics as well. For instance, a university could simply post challenges, progress and results on community bulletin boards. But there are clear limitations to this offline strategy, particularly because it’s harder for individuals to engage at their own time, place and pace. The momentum is clearly toward online gaming. Gen Y has been raised online and that is where plan sponsors can most reliably hope to engage them making financial planning not just rational but fun. TIAA-CREF products may be subject to market and other risk factors. See the applicable product literature, or visit tiaa-cref.org for details. You should consider the investment objectives, risks, charges and expenses carefully before investing. Please call 877-518-9161 or go to www.tiaa-cref.org/prospectuses for current product and fund prospectuses that contain this and other information. Please read the prospectuses carefully before investing. TIAA-CREF Individual & Institutional Services, LLC and Teachers Personal Investors Services, Inc., members FINRA, distribute securities products. Annuity contracts and certificates are issued by Teachers Insurance and Annuity Association of America (TIAA) and College Retirement Equities Fund (CREF), New York, NY. © 2014 Teachers Insurance and Annuity Association of America-College Retirement Equities Fund (TIAA-CREF), 730 Third Avenue, New York, NY 10017 C19131 201921_466409 A14499 (09/14)
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