Moroku Case Study · Wealth

Global bank converts 68% of players into new trading accounts

60% of the bank's retail customers held only one product. A 12-week On-Ramp design sprint and the Odyssey platform turned investing education into a game — and produced a conversion rate an order of magnitude above industry averages.

68%
of players opened a new trading account
90%
completed their first mission
80%
who failed a mission retried it
The challenge

Low product penetration among retail customers

Despite a full product shelf, 60% of retail customers held a single account. Consumers globally hold an average of 7.4 banking products across their relationships — fewer than two puts a bank in the digitally unengaged class. Traditional interfaces were transactional, not transformational; the bank needed to activate, educate and motivate.

The solution

On-Ramp to design it. Odyssey to deliver it.

Moroku On-Ramp — experience design

  • 12-week design sprint mapping journeys and behavioural triggers
  • Jungian archetype avatars assigning risk profile through play
  • Prototyped and tested mechanics against bank KPIs

Moroku Odyssey — engagement at scale

  • Personalised missions and rewards for exploring new products
  • Real-time data triggering nudges and challenges
  • Boss fights: players compare results with investment masters — and with doing nothing
Consumers hold an average of 7.4 banking products across all relationships — under 2 ranks a bank as digitally unengaged (The Financial Brand)
Consumers hold an average of 7.4 banking products across all relationships — under 2 ranks a bank as digitally unengaged (The Financial Brand)
The gamified investing experience delivered in the 12-week On-Ramp sprint
The gamified investing experience delivered in the 12-week On-Ramp sprint
Moroku conversion rate (68%) versus industry averages
Moroku conversion rate (68%) versus industry averages
The Moroku magic: game design, agile delivery and behavioural science combined
The Moroku magic: game design, agile delivery and behavioural science combined
The results

Significant uptake in trading accounts

68%

Of participating players who had never owned an investment product were cross-sold into one — against single-figure industry averages.

90%

Of registered users commenced and completed their first mission.

80%

Of users who failed a mission retried it — the learning power of game: fail, learn, go again.

68% conversion, against single-figure industry averages. Engagement is the new loyalty.

The On-Ramp sprint unearthed the opportunity to help people have fun while failing, learning and building habits that persist regardless of the markets — done at a speed and economics unheard of within large institutions.

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