Sunday Times : Rewards & Loyalty 2016 RewardsAndLoyalty2016 | Page 86

GAMIFICATION TECHNIQUES ARE INCREASINGLY USED IN REWARDS AND LOYALTY PROGRAMMES TO ENGAGE PARTICIPANTS, WRITES STEPHEN TIMM. LET’S PLAY I   nsurance provider Discovery Health has been able to bring down the cost of premiums and increase the rate at which members exercise by an average of more than 25% since September last year, by using various gamification techniques on its new Active Rewards programme. Vitality Active Rewards allows members to set their own goals for a given period. On achieving these, they are able to access certain rewards – such as a free smoothie or coffee – or opt to donate their points to a charitable cause. “The gamification behind it is that people are given a goal, and the goal 84 R E WA R D S & L O YA LT Y S A GO closes the ring,” explains Craig Nossel, head of the insurance company’s rewards programme, Vitality Wellness. He says that, in addition to incentivising healthy behaviour, the Vitality programme has lowered insurance premiums, thereby making the company more competitive in the market. The basis of the programme, which has been in existence since 1998 and today has 1.1 million adult members, relies on simple behavioural economics – namely, that people respond to certain incentives. Members can also use their points on health foods, healthcare products and health checks, and various rewards such as movies and local THE BASIS OF THE VITALITY PROGRAMME, WHICH HAS BEEN IN EXISTENCE SINCE 1998, RELIES ON SIMPLE BEHAVIOURAL ECONOMICS – NAMELY, THAT PEOPLE RESPOND TO CERTAIN INCENTIVES.