Reviewing Innovation and Progress Within FinTech CEF Pro X-Tech Las Vegas Ethen Yao Innovations Advisor BLAST Blast.com Proprietary & Confidential
CEF Pro: X-Tech Las Vegas Agenda Current Landscape Development, Innovations, Disruptions Disrupting the Disruptors Using Gamification Questions & Answers Proprietary & Confidential
CEF Pro: X-Tech Las Vegas FinTech Innovating For Millennials Proprietary & Confidential
CEF Pro: X-Tech Las Vegas The New Lost Generation Low Personal Savings Rate Low Average Income Compared to Previous Generations Weighed Down By Student and Personal Debts Lack of Personal Finances Education and Knowledge Distrust Traditional Financial Institutions Post-Recession Proprietary & Confidential
CEF Pro: X-Tech Las Vegas FinTech Result of Disconnects By Incumbent Financial Institutions Proprietary & Confidential
CEF Pro: X-Tech Las Vegas The New Lost Generation Non-Mobile-Centric UI/UX High Minimum Balance Requirements High Management Fees Banks With Little to None Brand Equity With Millennials Proprietary & Confidential
CEF Pro: X-Tech Las Vegas FinTech Disruptors Evolution of Existing Products Proprietary & Confidential
CEF Pro: X-Tech Las Vegas Democratization of Financial Services • No Minimum Balance • Low Monthly Contribution Requirements • Zero or Near Zero Management Fees • Easy To On-Board and Use • Millennial Designed User Interface and User Experience • Mobile-Centric From Inception Proprietary & Confidential
CEF Pro: X-Tech Las Vegas FinTech Disrupting Through Gamification Proprietary & Confidential
CEF Pro: X-Tech Las Vegas $250b+ FinTech & Micro- Fintech Market Size Movement Markets 67%+ % of Millennials using Micro 20m+ Micro-accounts in the U.S. alone + The engagement of gamification and the low threshold of micro-movements are a $500b+ perfect fit for Fintech. Micro assets globally EEDAR report 2017 Top Secret & Confidential
CEF Pro: X-Tech Las Vegas BXP - 2019 $135b The Current State 2018 Market size of Gaming $10b+ UA Spend U.S. Markets 2.1b Mobile Gamers Worldwide + Gamers already use micro-transaction [IAP] making them a perfect audience 211m+ for the experience. U.S. Gamers Mary Meeker 2017 Report, Newzoo Top Secret & Confidential
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CEF Pro: X-Tech Las Vegas What is Gamification Disrupting Through Gamification is the process of taking something that already exists, an Gamification application, for example , and integrating game mechanics into it to motivate participation, engagement, and retention. Gamification utilizes the data-driven techniques that game designers use to engage gamers, and applies them to non- game experiences to create actionable decisions. Proprietary & Confidential
CEF Pro: X-Tech Las Vegas According to gamification researcher Ryan Millennials Are Jenkins, before turning 21, the average American Millennial has spent 2,000-3,000 Already Expert hours reading books and more than 3x that playing video games. Gamers Malcolm Gladwell’s theory in Outliers that 10,000 hours makes someone an expert at a certain trade/craft/hobby. Proprietary & Confidential
CEF Pro: X-Tech Las Vegas Stash: Basic Gamification Already Exist Twine By John Hancock: Proprietary & Confidential
CEF Pro: X-Tech Las Vegas Innovating Gamification: Game-Driven Savings Proprietary & Confidential
CEF Pro: X-Tech Las Vegas Innovating Gamification: Game-Driven Savings Proprietary & Confidential
CEF Pro: X-Tech Las Vegas Innovating Gamification: Prize-Linked Savings Proprietary & Confidential
CEF Pro: X-Tech Las Vegas Innovating Gamification: Game-Driven Risk Assessment Proprietary & Confidential
CEF Pro: X-Tech Las Vegas
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