This document proposes a gamification model to increase user engagement in claim handling. It suggests gamifying the claim handling process by breaking it down into stages of Engage, Explore, Solve, and Deliver. At each stage, the agent would assess the member's Need, available Features to address it, and the potential Benefit. Research cited shows gamification can boost engagement in online programs and increase employee morale and retention. The goal is to gamify interactions to satisfy psychological needs and facilitate engagement throughout the claim process.
This document proposes a gamification model to increase user engagement in claim handling. It suggests gamifying the claim handling process by breaking it down into stages of Engage, Explore, Solve, and Deliver. At each stage, the agent would assess the member's Need, available Features to address it, and the potential Benefit. Research cited shows gamification can boost engagement in online programs and increase employee morale and retention. The goal is to gamify interactions to satisfy psychological needs and facilitate engagement throughout the claim process.
This document proposes a gamification model to increase user engagement in claim handling. It suggests gamifying the claim handling process by breaking it down into stages of Engage, Explore, Solve, and Deliver. At each stage, the agent would assess the member's Need, available Features to address it, and the potential Benefit. Research cited shows gamification can boost engagement in online programs and increase employee morale and retention. The goal is to gamify interactions to satisfy psychological needs and facilitate engagement throughout the claim process.
Engage, Explore, Solve, Deliver & Need, Feature, Benefit
• “Gamification is effective in increasing engagement in online programs” (Looyestyn et al, 2017) Does gamifying • “Interaction with game elements work increase facilitates basic psychological need satisfaction” (Bitrián, Buil, Catalán, user 2021) engagement? • “Gamification can boost employee morale and increase retention” (Fallon, 2023) Proposed Gamification model
Engage Explore Solve Deliver
Calls • Greet • Ask appropriate questions 1. Need - Based on explore, what does 1. Offer/Provide solutions to the member • Confirm member is • Allow member to speak in relation to the the member need? 2. Set expectations regarding how the speaking to the claim 2. Feature - What resources/capabilities solutions address member's needs and right person • Follow the Thread (Vulnerability cues i.e., do we have to address needs?(i.e., the expected timeframes for the determine presence and extent of service suppliers, HyperCare, solutions to have desired effect vulnerability, Complaints i.e., what is the Complaint process) root cause and desired resolution) 3. Benefit - How will addressing needs in this way benefit the member? Claims • Identify claim for • Ascertain loss cause? 1. Need - Based on explore, what does 1. Offer/Provide solutions to the member action • Do we know if coverage is applicable? the claim need? 2. Set expectations regarding how the • Is this claim a • What has been done so far? 2. Feature - What resources/capabilities solutions address member's needs and workflow priority? • What is likely required to progress do we have to address needs? (i.e., the expected timeframes for the • Am I equipped to further? service suppliers, HyperCare, solutions to have desired effect manage this Complaint process) claim? 3. Benefit - How will addressing needs in this way benefit the member? References Looyestyn J, Kernot J, Boshoff K, Ryan J, Edney S, Maher C (2017) Does gamification increase engagement with online programs? A systematic review. PLoS ONE 12(3): e0173403. https://doi.org/10.1371/journal.pone.0173403
Bitrián P, Buil I, Catalán S, Enhancing user engagement: The role of
gamification in mobile apps, Journal of Business Research, Volume 132, 2021, Pages 170-185, ISSN 0148-2963, https://doi.org/10.1016/j.jbusres.2021.04.028. ( https://www.sciencedirect.com/science/article/pii/S0148296321002666)
Fallon, N. (2023, February 22). Gamifying Your Workforce: How to Make
Employee Engagement Fun. Www.businessnewsdaily.com. Retrieved February 22, 2023, from https://www.businessnewsdaily.com/8258- gamification-employee-engagement.html.