At first glance, gamification in the insurance industry can seem to be an effort to influence policyholder behavior, but mostly it's about engagement. Generally, gamification is a means of marketing that uses elements of play, such as rewards points or incentives, to raise customer engagement with products or services.
Still, life and health insurance remain the "cornerstones" of gamification in the industry, Amaresh adds. Infosys offers Helix, a health insurance data platform that can be used for such efforts, along with its Innovation Network, which partners with startup technology companies to meet client needs in a variety of fields.
Health and
John Hancock Life Insurance's
Based on point totals, participants get rewards such as discounted Amazon Prime membership, and hotel discounts. Vitality also offers discounts on fruits and vegetables at grocery stores to encourage good nutrition.
"We want to encourage, we want to help, and we want to continue to bring these types of programs and opportunities to our customers so that they can have the tools and the resources to actually live a longer, healthier, and better life," says Hanson. "It's really embedded in our values and our mission as an organization and is something that we're truly passionate about."
The data John Hancock compiles through Vitality is examined from a risk and actuarial perspective to consider how it can affect its policies and pricing, according to Hanson. This is done in aggregate, though, rather than at the individual policyholder level, she says. The Vitality program also keeps John Hancock vital in the marketplace, as she explains.
"Some of the challenge is making sure that we're staying up to date with all of the latest and greatest, whether it's devices or integrations with companies," she says. "This space is changing so rapidly. We need to make sure that we're staying top of mind, we're staying relevant, we're staying new, we're staying fresh. It's also really rewarding to always be looking at what's coming next."
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"It's a nudge theory of getting people to do small things, reporting that and keeping that going," he says. "The other element of gamification that's happening is trying to create a much more direct link between the insurance company and the actual insured. A lot of times that relationship's been driven by distribution. There is some desire by insurance companies now to make that deeper connection through different things out of the gamification and the reward side."
Increased engagement has its benefits, but also some challenges, according to Laudato. "Changing behaviors to keep people healthier is great for the consumer, and at the same time for insurers' bottom line, it's going to be better as well," he says. "The cons are an additional complexity because that relationship hadn't been there in the past. How does an insurer inserting themselves upend their existing distribution channels? There's hesitancy in some companies about going too far and being able to handle that channel conflict appropriately."
The pros of gamification outweigh those cons, in Laudato's view. "It brings insurers