WHY WE CHOSE TO MAKE EDUCATION THE FOCUS
1. Avoid competing with other games
2. Youths have basic knowledge and do not want to go through a game to learn
3.Educational apps are successful
MAKING THE SOLUTION
Making education the focus
Financial literacy
Brand Awareness
Social- related features
Monetary Incentive
Combination of self research and game
Investment simulation game more applicable
Many youths do not want to go through a game to learn, and already feel have basic knowledge.
To make users familiar/ aware with Prudential's brand or its products. Users may be more willing to explore brand communities.
Give voucher or cash discount on Prudential's products to attract youth and maintain retention rate
Youths need to feel that insurance is relevant in their life. However they don't feel the need to buy or already have insurance. Financial literacy such as investing is something they'll be more interested to learn and can be linked to insurance.
Our experiment results showed that half of the participants preferred self-research and the other half preferred game
Based on our "A day in the life" results, most of the youth spend their free time on entertainment apps such as Tiktok and Youtube
Youths are easily influenced by their peers and a social related function(e.g. forum) will allow youths to use the app with their friends. Connectivity is also in demand
Youths failed to see the link with PruXel Life.More relatable since they can practice investment in virtual life.
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