Video Games and Financial Literacy

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    FinancialLiteracyCenterFLC

    A joint center of the RAND Corporation, Dartmouth College,and the Wharton School

    Insight October 2012 Number 9

    Videogames: A Promising Strategy forImproving Financial Literacy

    It is widely known that most American amilies arenot saving enough money or the uture and are

    carrying too much debt. O those amilies, the most

    vulnerable are those that earn the leastabout

    75 million households earning low to moderate

    incomes, many o which rely on costly loan services to

    get rom one paycheck to the next or ace high late ees

    on credit card bills. Financial education can help these

    households improve their prospects, but it is dicult to

    reach them through traditional programs. Like many

    Americans, low-income employees oten do not attendor stay engaged innancial education programs. The

    traditional approach to this problem has been to ocus

    on the supply side: that is, to increase the availability o

    nancial education programs. A promising new approach

    is to ocus instead on the demand side by increasing the

    appetite or nancial education through videogames.

    This concept has been developed by the Doorways to

    Dreams Fund (D2D), a nonprot organization dedicated

    to expanding savings and other nancial opportunities

    or Americans with low to moderate incomes. With sup-

    port rom the Financial Literacy Center, D2D developed

    and disseminated a series o videogames that immerse

    players in the role o a business owner or nancial advi-

    sor who must learn quickly how to make smart nancial

    decisions or ace bankruptcy. The concept, which D2Dcalls Financial Entertainment, is to make the games

    uneven exhilaratingand to impart basic principles

    o nancial management during the course o play with-

    out using traditional instruction.

    This policy brie describes the concept behind the

    games, how they are being disseminated, and the extent to

    which the games are stimulating demand or this orm o

    nancial education. Although a rigorous assessment o the

    games value has yet to be done, preliminary research sug-

    gests they are a promising approach to teaching nancialliteracy and promoting positive nancial behaviors, par-

    ticularly or households with the least nancial security.

    Educational Game Concept

    The concept behind Financial Entertainment is to lever-

    age the power and popularity o videogames to attract

    people to an experience that has an instructional pur-

    pose. In contrast to the experience o passive listeners in a

    classroom, the goal is to stimulate players with the games

    visual eects, story, sound, and pace. Because players

    are motivated to win, they will continue to navigate the

    increasing challenges the game presents, reinorcing their

    new skills through repeated practice. They can also play a

    This issue oInsightsummarizes research conducted within the Financial Literacy Center and reported

    in Can Games Build Financial Capability?, by Nicholas W. Maynard, Preeti Mehta, Jonas Parker, Jerey

    Steinberg (http://www.rand.org/pubs/working_papers/WR963.html) . These bries are designed to com-

    municate emerging research to policymakers and the public. Al though the working papers on which they

    are based have undergone peer review, the research should be treated as work in progress. Conclusions

    are preliminary and subject to change.

    Emerging Research from the Study of Financial Literacy

    http://www.rand.org/pubs/working_papers/WR963.htmlhttp://www.rand.org/pubs/working_papers/WR963.html
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    h t t p : / / f i n a n c i a l - l i t e r a c y . r a n d . o r gF I N A N C I A L L I T E R A C Y C E N T E R 2

    their own pace, making it less likely they will get rus-

    trated and give up. The role-playing experience o a game

    can also be un and ree rom the anxiety some people

    eel while in a classroom.

    Financial Entertainment uses videogames that are

    ree or low-cost to the public; easy to play; and accessible

    to anyone online, on a smart phone, or via Facebook.

    These games are reerred to as casualor socialgames.

    Unlike traditional videogames that are costly and require

    advanced skills to play and powerul personal computers

    to run, social videogames are available to nearly anyone

    with access to a computer, smart phone, or PDA. Some

    social games have become extremely popularAngry

    Birds, or example, has been downloaded by one billion

    people. Their appeal is due to several eatures: (1) game

    mechanics that are easy and addictive, (2) game motis

    that are popular and nonviolent, and (3) game structures

    built or short, oten episodic, play times.

    Social games can also appeal to a broader demo-

    graphic than traditional videogames. The average social

    gamer is a 43-year-old woman. According to one source,

    one out o every ve Americans over the age o six has

    played an online social game at least once. More than

    one-third o social gamers have had no previous video-

    game experience. Most important, their users are repre-

    sented across the income spectrum, social games have

    the potential to capture a larger share o audiences look-

    ing or low-cost orms o entertainment.

    As o 2012, D2D has developed ve games, along

    with two variations, each o which ocuses on dier-

    ent nancial lessons (see textbox). In Celebrity Calamity,

    or example, players become the nancial manager or

    three up-and-coming celebritiesAlice Albudget, Ryan

    Buster Buyin, and Missy Moolahwho spend beyond

    their means. Players must eectively use a bank account,debit card, and credit card to keep their clients rom

    bankruptcy. While ocused on un, the games explicit

    learning objectives include:

    payingmorethantheminimumcreditcardpayment

    minimizingcreditcardnancecharges

    avoidingfees,includingbankoverdraftfees,andcredit

    card late payment and over-limit ees

    makinggoodannualpercentagerate(APR)choices.

    In another game,FarmBlitz, players are armers

    who have to borrow money during the growing season

    and invest in savings once they are paid or their crops.

    Players accumulate savings by purchasing trees, which,

    like a savings account, grow in value at a relatively low

    rate. But i they borrow too much money beore harvest,

    players experience rsthand how quickly compounding

    debtrom high-interest credit cards and payday loans,

    or examplecan make it impossible or saving habits to

    take root. Rabbits, with their reputation or rapid repro-

    duction, represent orms o high-interest debt. The more

    rabbits the players introduce to their arms, the more

    quickly they reproduce and consume the arms crops.

    This games learning objectives include:

    minimizinghigh-interest,short-termdebt

    maximizinglow-interest,long-termsavings

    understandingcompoundinterest.

    In Bite Clubinspired by Diner Dash, one o the most

    popular casual games o all t imeplayers manage a day

    club or vampires. Over the course o the game, players

    experience the tension between servicing debt, spending

    money, and saving or the uture. As vampires, who live

    Celebrity Calamity:

    Manage credit & debt

    FarmBlitz:Manage resources to build savings

    Bite Club:Vampire retirement savings

    Groove Nation:

    Dance budget game

    Refund Rush:

    Make the most of a tax refund

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    orever, players must save a substantial amount o money

    to nance their dream o retiring to the No-Sun Belt.

    The game aims to instill three major learning objectives:

    savingforretirement

    payingdowndebt

    managingcurrentconsumption.

    Outreach Strategies to Attract Players

    In addition to designing games that players are likely to

    nd engaging, D2D has pursued innovative strategies

    to market and disseminate those games. It has established

    eective partnerships or distributing the games and

    developed social marketing strategies with those partners

    to target specic populations. Two such partnerships are

    described below.

    Fort Hood

    D2D ran an initial pilot with Fort Hood, one o the larg-

    est Army installations in the world. Fort Hood decided

    to partner with D2D because it recognized the need to

    help the military community manage its nances, and

    was having diculty getting people, especially spouses,

    to attend traditional nancial education sessions on base.

    Along with ocials at Fort Hood, D2D devised a strategy

    to attract young enlisted personnel and their amilies to

    playCelebrity Calamity. Leveraging the natural competi-

    tion that exists in this community, the pilot consisted o

    a game tournament that eatured prizes or top scorers

    and or the strongest unit participation. The game was

    introduced through a trusted source, the base nancial

    coaching network, which invited soldiers and amily

    members to play. Computer labs on the base were dedi-

    cated to the tournament. Inormation about the compe-

    tition was spread through email blasts rom base nan-cial coaches to their assigned units and through fyers

    handed out on the base. Ater the tournament, a public

    awards ceremony brought attention to the competition

    and its winners.

    According to one Fort Hood amily member, the

    structured competition was an eective way to generate

    sustained engagement: I think its a great idea to play

    or high scores against others in your military commu-

    nity. I played ar, ar longer than I would have otherwise

    and the repetitive play drilled the recommended proce-

    duresinto my head.

    Ivy Tech Community College

    D2D conducted another pilot with Ivy Tech Community

    College in Indiana, the nations largest state-wide com-

    munity college with single accreditation, oering low-cost

    education to nearly 200,000 students a year. For this com-

    munity, the marketing strategy was to create a tailored por

    tal site available to all o its 11 campuses. Using that portal

    D2D organized two tournaments, one in 2010 orCelebrity

    Calamityand one in 2011 orFarmBlitzand Bite Club. The

    tournaments were promoted through the Campus Con-

    nect intranet; a compelling graphic on the Ivy Tech home

    page; email blasts to students with customized messages

    or dierent populations, including nontraditional stu-

    dents; and announcements on Twitter and Facebook.

    Results of Tournament Outreach

    The level o participation in the Fort Hood and Ivy Tech

    outreach eorts and tournament pilots is evidence that

    D2Ds distribution tactics and marketing tools are work-

    ing. Table 1 shows data gathered by Google Analytics

    rom the tournament websites. Besides the thousands o

    players who registered or the competition, thousands

    more were attracted to the portals dedicated to the tour-

    nament. The Ivy Tech tournament attracted 45,000 visi-

    tors to the game portalan extraordinary number that

    represents nearly a quarter o the schools entire student

    body. Players in both tournaments showed a high level o

    engagement, averaging 45 to 49 minutes o play per game

    The table also displays the characteristics o the reg-

    istered players who responded to the survey (85 percento players at Fort Hood and 94 percent o players at Ivy

    Tech). At Fort Hood, 67 percent o the respondents were

    men and 63 percent o the respondents reported annual

    household incomes under $40,000. At Ivy Tech, 80 per-

    cent o the respondents were women and 82 percent

    reported household incomes o less than $40,000.

    The total number o registered players in all D2D

    distribution pilot tests, including those at Fort Hood and

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    Ivy Tech, was 16,182, and they averaged 34 minutes on

    a single game. Over 60 percent o the registered play-

    ers were emale and over 80 percent were rom low- or

    middle-income households. About one in ve players

    came back to play the game again.

    Overall, as shown in Table 2, the videogames devel-

    oped by D2D reached over 280,000 people nationwide

    during their distribution pilot testing eorts. That gure

    includes participants in all their tournaments and play-ers who visited the portal sites supported by distribution

    partners.

    Cultivating Financial Capability: Preliminary Evidence

    The goal o the game developers at D2D is to build nan-

    cial capability and thereby improve real-world nancial

    decisions and sustain behavioral change. Future research

    will need to be conducted to demonstrate that game

    play can achieve these eects. In the meantime, there is

    promising evidence that the D2D games improve nan-

    cial capability. One source o such evidence is the inor-

    mal testing D2D carried out during the game develop-

    ment process with user groups o low- and middle-income

    adults between 18 and 35 years old. Although the sample

    size was small (about 80 adults) and the games were not

    nalized at the time o testing, quantitative measures

    indicated an improvement in both knowledge and con-

    dence across the testing groups.

    Additional ev idence comes rom a modest random-

    ized trial to compare the eects oFarmBlitzwith the

    eects o more traditionally delivered, printed nancial

    education materials. In the spring o 2011, D2D part-

    nered with two local nonprot organizations to imple-

    ment a 207-person experiment that measured nancial

    condence, knowledge, and action taking. Participants

    were randomly assigned to either playFarmBlitzor 30 to

    45 minutes or read a brochure that contained nancial

    education material available on the web. Both beore

    and ater their task, all part icipants were given surveys o

    nancial condence (12 questions in which participants

    were asked to rate their condence on a scale o 1 [not

    condent] to 5 [very condent]) and nancial knowl-

    edge (10 true or alse questions). Both groups were also

    oered nancial actions, such as signing up to receive

    ree nancial inormation, pledging to save, pulling their

    credit report, and buying a savings bond.

    Table 1. Results of Tournament Outreach

    Total Visitors and Players

    During Tournament Fort Hood Ivy Tech

    Portal visitors (during pilot periods) 5,300 45,000

    Estimated game plays (all visitors) 6,127 45,708

    Registered users 1,300 4,500

    Average play time (registered users) 45 min 49 min

    Demographic Percentages from

    Registered User Survey

    Gender

    Male 67 20

    Female 33 80

    Ethnicity

    African-American/black 28 11

    Asian 3 1

    Hispanic/Latino 18 3

    White 43 82

    Other 8 3

    Annual household income

    0 $19,999 14 52

    $20,000$39,999 49 30

    $40,000$59,999 26 12

    $60,000 or more 12 6

    SOURCE: Google Analytics

    Table 2. Overall Reach of D2Ds Financial EntertainmentInnovation

    Game Approximate Number of Plays

    Celebrity Calamity 101,441

    FarmBlitz 65,180

    Bite Club 44,337

    Groove Nation 18,556

    Refund Rush 19,651

    Total number of plays 260,785

    Total site visits 281,918

    Percentage of return visitors 18

    SOURCE: Google Analytics

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    WB-115 (2012

    The Financial Literacy Center is a joint center o the RAND Corporation, Dartmouth College, and the Wharton School o the University o

    Pennsylvania. Established in 2009 with support rom the Social Security Administration, its mission is to develop and test innovative programs

    to improve fnancial literacy and promote inormed fnancial decisionmaking.

    http://fnancial-literacy.rand.org

    sometimes motivate real-world decisions to increase

    nancial savings. Further research will be needed to

    validate these eects.

    D2D plans to expand upon its current partnerships

    as well as develop additional partnerships to test dierent

    game variations and new marketing strategies. It will also

    experiment with new ways o linking gameplay with di-

    erent levels o real-world nancial decisions that impose

    light to heavy demands on the player. Lighter demands

    include clicking through a website or urther inorma-

    tion, while more demanding actions might involve join-

    ing a group, signing up or a class (on buying a home or

    completing an income tax orm, or example), or making

    a nancial pledge (to save more or pay o some debt).

    Heavier demands might include using personal nan-

    cial management tools, making a deposit, enrolling in a

    401(k), opening an account, or buying a bond.

    The challenge is how best to integrate these choices

    into gameplay. Should they be embedded at stressul

    moments (such as when the player accumulates a moun-

    tain o debt) or when an important level o achievement

    has been attained (such as reaching Farm God status in

    FarmBlitz)? And how can they be inserted into the game

    without interrupting the fow o the game? What about

    rewarding players or both game-based actions and real-

    world nancial actions?

    Ultimately, Financial Entertainment represents a

    paradigm shit in the eld o nancial education. It demon-

    strates that nancial education can be engaging, un, and

    interactive. D2Ds most innovative step may be building a

    bridge between the world o the game and the real world so

    that players can make decisions about their own nances in

    the game itsel. It is a pioneering concept that deserves to be

    rened, tested, and assessed in uture research.

    http://financial-literacy.rand.org/http://financial-literacy.rand.org/http://financial-literacy.rand.org/http://financial-literacy.rand.org/