Marketing gamification
with Business results?

NO PROBLLAMA.

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OBJECTIVE

Develop an engaging way to announce the new Zelle® partnership during Rush Week on college campuses across the country, and showcase the advantages of transferring money on the Bank of America Mobile Banking App.

Timeline

Six weeks.


Initial Concept

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Iterations & Refinements

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SOLUTION

An engaging learning experience that utilizes gamification to convey the speed and cost advantages of Zelle’s money transfers when compared to competitors like Venmo. The game educates and converts players to users on their Bank of America Mobile Banking App.

 

[ Just tap the image above to view video case study. ]

 RESULTS

The iPad gamification app was initially a rapid-prototyping project concepted, designed, and developed for student rush events at colleges and universities. After successful engagement rates and user testing feedback, the app has since been adapted as a single-player version and placed on iPads in over 1,000 Financial Centers across the United States. With an 87% game completion rate, and 47% replay rate,* the Zelle Llama game remains Bank of America’s most highly-engaging financial learning experience to-date. 

87% completion rate, and a replay rate of 47% – raising awareness of Bank of America Zelle as transactions crossed $25 billion

[ READ THE PRESS RELEASE ]

The Team

Lead Developer:
Kevin Vaughan

Project Manager:
Ross Cooper

Program Manager:
Bill Lickert

Account Director:
Les Morelock

Bank of America Project Sponsors:
Lea Moon & Katlann Smith

Creative Director:
Kevin Flores

Visual Designer:
Rob Musser

Visual Designer:
Shannon Flowerday

UX Designer:
John Blackwell

Copywriter:
Aprill Jones