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Solution 1.0

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WHY WE CHOSE TO MAKE EDUCATION THE FOCUS 

1. Avoid competing with other games

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2. Youths have basic knowledge and do not want to go through a game to learn

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3.Educational apps are successful

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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.

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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. 

Short Video

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FINANCIAL LITERACY APP

Short Educational videos
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Forum community
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Virtual life Investment simulation
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Monetary Incentives
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GOALS

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Educate youth on insurance

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Help foster a community of financial literacy

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