This invention relates generally to the field of financial management, and more specifically to new and useful methods for incentivizing monetary saving and effecting a financial behavior change in the field of financial management.
Online access to bank accounts has enabled a wide range of savings and personal finance management services to compliment perks issued by banks and other financial institutions that reward customers spending and consumption. For example, web-based personal finance management services such as mint.com have enabled users to track total monetary worth over multiple financial accounts and have educated users with saving tips. However, although such services provide financial education, they do not incentivize or reward customer adoption of these saving tips.
Thus, there is a need to create new and useful methods for incentivizing monetary saving and effecting a financial behavior change in the field of financial management.
The following description of the preferred embodiment of the invention is not intended to limit the invention to these preferred embodiments, but rather to enable any person skilled in the art to make and use this invention.
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Method S100 preferably functions to incentivize financial savings and mitigation of debt by rewarding the user with credits that are redeemable for various prizes, tickets, and/or games. As shown in
Generally, method S100 preferably rewards the user for saving more and reducing debt rather than rewarding the user for spending more or increasing debt. Method S100 preferably rewards the user through issued credits that are redeemable for game plays in sweepstakes-type games. The credit therefore preferably does not qualify as ‘consideration’ under applicable sweepstakes and contests laws, such as local, state, or federal sweepstakes and contests laws in the United States of America. Generally, method S100 preferably does not require a monetary transaction, deposit, purchase, or other transfer of value from the user to the computer system or associated entity to qualify for the credit. The credit is therefore preferably monetarily-free to the user such that method S100 can yield only a net monetary or worth increase for the user. Notably, method S100 preferably monitors financial transactions within the user financial accounts, such as transferring money out of a checking account to pay off a student loan or to boost a savings account, wherein the financial transactions do not include a payment to the computer system implementing method S100 or associated entity in exchange for the credit such that the financial transactions do not qualify as consideration.
Method S100 preferably maintains a non-financial account (a ‘gaming account’) for the user such that the user can link financial accounts, review credits, select and/or play games, access prizes, etc. from native applications and/or web browsers executing on a multiple mobile and/or static (e.g., desktop) electronic devices. The user can preferably access additional information from the gaming account, such as consumption or financial behavior recommendations, tracked trends in user monetary spending, saving, and debt, or financial statuses or trends of other users. However, when implemented directly by a bank or other financial institution in which the user holds a financial account, method S100 preferably enables an additional feature accessible by the user through the user financial account online (e.g., accessible through a browser or native application on a mobile electronic device).
Block S110 of method S100 recites monitoring multiple financial accounts of the user. Because method S100 preferably awards the credit to the user based upon a monetary transfer within the user financial accounts that increases net user worth, Block S110 preferably maintains a substantially accurate, holistic image of the financial status of the user by monitoring multiple user financial accounts. By developing a substantially comprehensive picture of the financial status of the user in Block S110, debt transfer between financial accounts can be discerned from positive attempts to reduce user debt, increase savings, and/or augment investments in Block S120, and positive attempts to reduce user debt, increase savings, and/or augment investments can be rewarded in Block S130 to incentivize such positive financial actions by the user. For example, Block S110 can track a checking account, a savings account, and a two credit card accounts of the user, and Block S120 can identify a monetary transfer from one credit card to a second credit card as debt transfer and can identify a monetary transfer from a checking account to a student loan account as a positive attempt to reduce user debt. In this example, Block S130 preferably awards the credit to the user for the positive attempt to reduce debt but not for the debt transfer. However, Block S110 can include monitoring (e.g., tracking) additional or alternative user financial accounts, such as a student loan account, a mortgage, an Independent Retirement Account (IRA), a car loan account, public or private stock holdings, or bonds held by the user.
Block S110 preferably accesses financial accounts linked or specified by the user. For example, the user can enter account and routing numbers to link a checking account to the user gaming account, such as through a native application or web browser, and the user can enter a username and password (e.g., ‘login’ credentials) associated with a credit card company to link a respective credit card account to the user gaming account. Method S100 preferably extracts user debt, available funds, investment holdings, and/or any other relevant monetary information from the linked accounts, though method S100 preferably excludes modifying, manipulating, or transferring funds to, from, or within the user's financial accounts. Block S110 therefore preferably accesses user financial accounts through read-only Internet-based connections to databases of respective financial institutions, as shown in
As shown in
Block S120 of method S100 recites identifying a monetary transfer within the financial accounts that increases net user worth within the financial accounts. As described above, Block S120 preferably analyzes financial transactions, made by or on behalf of the user, that reduce debt and/or increase net financial worth of the user across the user financial accounts. Therefore Block S120 preferably determines the source, destination, type, and magnitude of a financial transaction made by the user. For example, Block S120 can analyze a transaction captured in Block S110 to identify the origin of a monetary transfer as a user checking account, to identify the destination of the monetary transfer as a student loan account, to identify the type of the monetary transfer as a student loan payment, and to identify the magnitude of the monetary transfer as a dollar amount (e.g., $350). In this example, Block S130 preferably issues a credit to the user as reward for increasing net user worth by reducing net user debt. In another example, Block S120 can analyze a transaction captured in Block S110 to identify the origin of a monetary transfer as a user credit card account, to identify the destination of the monetary transfer as a mortgage account, to identify the type of the monetary transfer as a mortgage payment, and to identify the magnitude of the monetary transfer as a dollar amount (e.g., $2,750). In this example, Block S130 preferably withholds a credit from the user because net user worth was unchanged or diminished (e.g., by fees or interest charges) by the monetary transfer.
Similarly, Block S120 can include identifying a monetary transfer within the financial accounts that positively impacts user debt and/or long term worth of the user. For example, Block S120 can identify a home mortgage payment by the user as a positive financial transaction because, though the actual net worth of the user diminished in the short term (e.g., more of the payment went to interest than to equity in the home), the user is near to owning the home outright in the long term as a result of the mortgage payment. In another example, Block S120 can identify a credit card payment by the user as a positive financial transaction because, though the actual user net worth (i.e. net debt and liquid funds) did not change in the short term, the net worth of the user improved in the long term because the user will avoid paying interest on the now-clear debt in the future. Therefore, Block S120 can account for the effect of a financial transaction on the user in the short term (e.g., days or weeks), in mid term (e.g., weeks or months), and/or in the long term (e.g., months or years).
Block S120 therefore preferably analyzes multiple (or all) financial accounts linked by the user to determine a net or overall impact of a monetary transaction on user worth. However, Block S120 can further incorporate a time component, wherein Block S120 identifies monetary transfers within a specified period of time that increase net user worth within the user financial accounts. For example, Block S120 can sum all or a subset of user financial transactions in one week, in one month, over a year, between pay cycles, between bank statements, over the term of a car loan, etc. to calculate net user worth changes over multiple transactions with the period of time. Block S120 can therefore track trends in user financial behavior over time and identify global (e.g., longer-term) financial characteristics of the user, which can serve as a more accurate model or predictor of user financial behavior than isolated user financial transaction events. Generally, Block S130 preferably rewards the user with a credit when Block S120 identifies a net increase in user financial worth over the period of time, and Block S130 preferably withholds a credit from the user when Block S120 identifies a net decrease in user financial worth over the period of time. However, Block S140 can function in any other way to identify a monetary transfer within the financial accounts that increases net user worth.
Block S130 of method S100 recites awarding a nonmonetary credit to the user based upon the monetary transfer. As described above, Block S130 rewards the user with a credit when Block S120 identifies a net increase in user financial worth associated with a user financial transaction, and Block S130 preferably withholds a credit from the user when Block S120 identifies a net decrease in user financial worth associated with a user financial transaction. Block S130 preferably awards a magnitude of nonmonetary credit that corresponds to the magnitude of a net increase in user worth. For example, Block S130 can reward a user credit card payment of $1,000 with 500 credits, whereas Block S130 can reward a user monetary transfer of $50 into a savings account with 25 credits. Additionally or alternatively, Block S130 can award a magnitude of credits that corresponds to a type of destination account and/or a cost (e.g., interest rate, return rate) of a source or destination account. For example, Block S130 can award woo credits to the user for a credit card payment of $1,000 to a credit card with a 18% interest rate, 800 credits to the user for a credit card payment of $1,000 to a credit card with a 12% interest rate, 500 credits to the user for a mortgage payment of $1,000 on a 4.5% mortgage, and 200 credits for a savings account deposit of $1,000 for a savings account that returns .05%. Similarly, Block S130 can award more credits to the user for paying off a debt or loan from a checking account than from a savings account. However, Block S130 can award a magnitude of credits corresponding to any other detail or characteristic of a monetary transfer made by the user.
Block S130 preferably awards the user with the credit that is a nonmonetary, digital credit that is exchangeable for a game play within a game, as shown in
Block S130 can additionally retract credits from the user, such as when one or more negative or poor financial actions are identified in Block S120. However, Block S130 can function in any other way any according to any other schema to award and/or retract a nonmonetary credit to and/or from the user.
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Generally, the game is preferably an online game or game played within a native gaming application executing on an (mobile) electronic device such that method S100 does not necessitate tangible (e.g., paper) credits or tickets for game plays. Game outcome (i.e. a win or a loss) for a single game play is preferably wholly independent of user skill and the number of game plays converted by the user, though win probability can be dependent upon a total number of game plays for the game over all users. Therefore, the probability that a game play will result in a win is preferably substantially equal for each game play for all users.
As described above, the game is preferably a sweepstakes-type game with a set prize value for a win and a set win probability (e.g., 1:2.5M, 1:175 M) per game play. In one example implementation, the game is a jackpot drawing in which the user exchanges one or more credits for a set of numbers, wherein the user wins the jackpot if the set of numbers matches a set of draw numbers. The set of numbers can be selected by the user or automatically pseudorandomly selected by the computer system on behalf of the user. Furthermore, in this example implementation, game play outcome determination is preferably delayed over an extended period of time after the user exchanges a credit for a ticket, such as a day, a week, or a month later. For example, the game can be a $2M jackpot drawing in which the user must match six different numbers ranging from 1 to 73 with six future draw numbers to win the jackpot, wherein the odds of a winning ticket (i.e. set of numbers in one game play) is constant at [1 in (73/6*72/5*71/4*70/3*69/2*68/1)] or [1 in 170,230,452]. In this example, the user preferably exchanges the one or more credits for the jackpot ticket during an entry period of a month, and the winning numbers are drawn only upon the close of the entry period. In another example implementation shown in
Alternatively, the game can be a drawing-type game with a variable win probability inversely correlated with a number of issued game plays to the user and to other users with similar gaming accounts. The user can exchange one or more credits for a drawing ticket for a drawing game, wherein one ticket is selected from the set of entered tickets at the end of a drawing period or when the number of drawing tickets has reached a maximum. For example, the drawing can be for a new car valued at $25 k, wherein the drawing is held over the course of thirty days, and wherein a single drawing ticket is selected at the conclusion of the thirty days to conclusively identify a single winner of the new car. Therefore, the drawing-type game can guarantee a winning game play at the expiration of each drawing period. The prize for the drawing-type game is preferably predetermined and independent of the number of game plays entered by the user and other users with similar gaming accounts. Furthermore, the value of the prize can increase with an increasing number of game plays within a group of users or adjust according to any other factor. However, the game can be any other suitable type of game, and the game can be implemented in any other way.
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Block S140 of method S100 recites exchanging the credit for the user game play within the game. As described above, method S100 preferably stores credits issued to the user until the user elects to exchange one or more credits for a game play within a game. When the exchange is initiated, Block S140 preferably debits the user a number of credits specified for a game play in the game and initiates the game play for the user. Alternatively, Block S140 can issue a game play ticket to the user.
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In the variation of method S100 in which the third-party entity sponsors or funds the prize associated with the game, the prize is preferably related to a product or service offered by the third-party merchant. For example, an automobile manufacturer can sponsor a prize that is a new car, a consumer electronics vendor can sponsor a prize that is a new cellular phone, and an airline company can sponsor a prize that is an international flight. In the variation of method S100 including Block S160 that hosts multiple games, each game is preferably associated with a unique prize, and each game is preferably advertised to the user by displaying the associated prize. Each game can also be advertised by displaying a name or brand of the third-party entity that sponsors the game. However, the prize can be any other type of prize, sponsored by any other third-party entity, and advertised to the user in any other way.
Block S150 of method S100 recites issuing the prize associated with the game to the user in response to a user game play win. Block S150 can issue the prize to the user in any of a variety of ways. In one example implementation, Block S150 issues a monetary prize to the user by transferring winnings directly into a financial account linked by the user, such as a savings or checking account, as shown in
Block S150 can further tabulate local, state, and/or federal taxes and withholdings legally required to be paid before the prize is delivered to the user. Block S150 can further issue these requisite taxes and withholdings to applicable tax boards. For example, Block S150 can transfer 25% of a cash prize to the federal government, ˜8% to the state government, and ˜3% to the city government in which the user resides prior to issuing the remaining 64% of the cash prize to the user. In another example, for a prize for a vehicle valued at $25 k, Block S150 can transfer funds from linked financial accounts of the user to requisite tax boards to cover local, state, and/or federal tax requirements. However, Block S150 can function in any other way to fulfill legal obligations associated with transferring the prize to the user.
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Method S200 preferably functions to incentivize positive financial behavior of a user by rewarding the user for realizing recommendations related to financial behavior. Method S200 is preferably implemented in conjunction with method S100, wherein method S100 incentivizes positive global asset management and method S200 incentivizes financial behavior changes related to more specific user purchases or behaviors. Method S200 is therefore preferably accessible by the user through the user gaming account described above, though method S200 can be implemented separately from method S100.
Like method S100 and as shown in
Generally, method S200 preferably rewards the user for spending less and/or for purchasing fewer goods rather than rewarding the user for spending or purchasing more. Like method S100, method S200 preferably rewards the user by issuing credits that are redeemable for game plays in sweepstakes-type games. The reward therefore preferably does not qualify as ‘consideration’ under applicable sweepstakes and contests laws. Therefore, method S200 preferably does not require a monetary transaction, deposit, purchase, or other transfer of value from the user to the computer system or associated entity to qualify for the reward. The reward is therefore preferably monetarily-free to the user such that method S200 can yield only a net increase in monetary or personal worth for the user. Notably, method S100 preferably monitors financial transactions within the user financial account, such as a repetitive item purchase, but does not require a payment to the computer system or associated entity in exchange for the reward, thus disqualifying monitored and rewarded financial transactions as consideration under relevant sweepstakes and contest law.
Block S210 of method S200 recites monitoring a financial account of a user for an item commonly purchased by the user. Block S210 therefore preferably implements techniques and methods similar to those implemented in Block S110 of method S100 and described above.
Block S210 preferably monitors a checking or credit card account of the user to isolate repetitive purchases, of the same or similar item, made with a debit or credit card associated with the user. Block S210 preferably further analyzes the purchases to determine the nature, necessity, timing, location, and/or other details of the purchases. From these details, Block S210 can determine the financial impact of eliminating, reducing, or replacing the item purchases, and Block S220 preferably generates the behavior change recommendation based upon this derived impact.
In one example, Block S210 isolates multiple purchases between $2.50 and $6.50 made by the user at a particular café (of known location) between 8 AM and 9 AM at least three times a week and identifies the purchase items as coffee-related items. Block S210 can further identify an assumed user need for coffee or related items during weekday mornings but also determine the location, cost, and/or type of coffee-related item to be non-essential to the user's need. In this example and as shown in
Therefore, Block S210 can also include accessing additional user data outside of financial transaction data to improve the accuracy of extracted user consumption details, anticipated user needs, user behavior patterns, user financial models, etc., which can improve the relevance of the recommendation generated for the user in Block S220. In one example, and Block S210 tags user purchases with location data collected through a GPS module in a cellular phone or other mobile device carried by the user. In another example, Block S210 includes collecting user activity through an accelerometer substantially before and after a purchase to correlate a level of user focus and/or energy with the purchase. In yet another example, Block S210 can similarly access user mouse and keystrokes on a work computer to estimate user work output, focus, and/or energy before and after a purchase (e.g., coffee). Additionally or alternatively, Block S210 can extract user purchase data through a digital transaction receipt, such as date, time, and item description. However, Block S210 can function in any other way and can access any other user or transaction-related data to monitor the financial account of the user.
Block S220 of method 5200 recites generating the behavior change recommendation for the user, the recommendation including a suggestion to reduce consumption of the item and a suggestion to transfer money saved from reduced consumption of the item into a savings account. Generally, Block S220 preferably generate the behavior change recommendation by aggregating the nature, necessity, timing, and/or location of item purchases, an estimated financial, emotional, and/or physical impact of eliminating, reducing, or replacing the purchase item, and any other user- and/or item-related data extracted or derived in Block S210. By analyzing data collected in Block S210, including estimated user necessity for the purchase item, possible item alternatives, estimated (net) user financial benefit to reducing or eliminating item consumption, etc., Block S220 can generate the behavior change recommendation that is substantially relevant to the user and has a significant likelihood of user adoption.
The behavior change recommendation generated in Block S220 preferably includes a suggestion for the user to modify consumption behavior to reduce unnecessary spending. For purchases that are determined to be frivolous, excessive, or substantially unnecessary in Block S210, Block S220 preferably generates a recommendation to stop or eliminate consumption of the purchase item. Furthermore, for purchases that are expensive yet fulfill a user need or enable a user function, Block S220 preferably generates a recommendation to reduce consumption of the purchase item and/or replace consumption of the purchase item with a less-expensive alternative. Furthermore, Block S220 can generate the recommendation that includes additional details to minimize effort necessary for the user to adopt the suggested behavior change.
In the example above, for the user who purchases a coffee-related item from a local café several times a week, Block S220 can generate a recommendation to replace café purchases with homebrew coffee. In this example, Block S220 can further recommend particular details for brewing coffee at home or in the office, such as coffee supplier, coffee name, coffee origin, grind size, amount or weight, coffee purchase location, brew method, filter size, water temperature, etc. In another example, Block S210 can isolate weekly purchases in excess of $100 at clothing stores or outlets for a user who is employed outside of the fashion field and who does not have children, and Block S210 further determines many of these user purchases to be in excess. Block S220 can subsequently generate a recommendation for the user to reduce shopping sprees from weekly to monthly, set a maximum monthly clothing expenditure goal, provide locations of local outlet stores and high-end used clothing stores recommended over full-retail centers, and suggest avoiding brands or stores at which the user has a highest likelihood of overspending.
Furthermore, when multiple repeated expenditures are identified in Block S210, Block S220 can prioritize recommendations in order to maximize return (i.e. a behavior change resulting in greatest user savings) without overwhelming the user with too many behavior change suggestions at once. In one example, when Block S210 identifies multiple sub-$5 coffee purchases each week, a $15 movie ticket each week, and bar or club tabs exceeding $150 on Friday and Saturday nights each week over the course of one or more months, Block S220 can prioritize the recommendation to focus first on reducing bar and club tabs to less than $100 total a week. Once the user has achieved this goal, Block S220 can output a second recommendation to shift movie ticket purchases from weekly to biweekly (i.e. every other week), and once the user achieves this goal, Block S220 can output a third recommendation to brew coffee at home rather than purchasing coffee at a café. Generally, Block S220 can prioritize recommendations based upon total item expenditure over a period of time (e.g., per week, per month), estimated user ease or likelihood of adoption, availability and/or quality of alternatives, social implications (e.g., social interactions related to purchases), item necessity, user habits, user location(s), user goals, or any other suitable or relevant factor or user-related or item-related detail.
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Block S230 of method 5200 recites correlating a monetary deposit into the savings account with reduced consumption of the item. Block S230 preferably tracks a user savings account to identify changes in user savings account deposits over time, including comparing recent financial account activity with historical account activity. By comparing the magnitude of changes in user savings account deposits with a known or typical value of the purchase item, Block S230 can correlate an increase in user savings account deposits with a decrease in user consumption of the purchase item. In the example above in which Block S210 identifies weekly user shopping sprees in excess of $100 each and wherein Block S220 communicates a recommendation to the user to limit shopping sprees to once a month, Block S230 can correlate a $300 increase in month-to-month savings account deposits with user adoption of the recommendation. In another example in which Block S210 identifies common coffee-related purchases and in which Block S220 recommends paying off a credit card balance with money saved by switching from café-brewed coffee to homebrew coffee, Block S230 can correlate an additional $50 payment toward a monthly credit card balance with user adoption of the recommendation.
Block S230 can further access additional user data to augment, verify, and/or determine a magnitude of user adoption of the behavior change recommendation. In one example implementation, Block S230 further includes tracking trends in user purchases across one or more user financial accounts monitored in Block S210. For example, Block S230 can track user credit card purchases at a merchant (e.g., a café) over time and can correlate a decrease in user purchases at the merchant with user adoption of the recommendation. The correlation can further verify a correlation between an increase in user savings (or a decrease in use debt) and user adoption of the recommendation. However, Block S230 can monitor or track any financial account of the user, extract and compare any other current or historical user purchase trend, correlate user monetary deposits with recommendation adoption, and/or verify user recommendation adoption in any other way.
Block S240 of method S200 recites issuing a reward to the user for fulfilling the recommendation. The reward is preferably a nonmonetary credit of no monetary value, as described above, and is preferably issued to the user in digital form, such as through an online gaming account held by the user. Block S240 therefore preferably functions in an manner similar to Block S130 of method 100, and method S200 preferably further implements methods similar to Blocks S170, S160, S140, and S150 of method S100 to receive a user selection for a game play, to exchange a nonmonetary credit for a user game play, to host the game, and to issue a prize to the user in response to a user game play win, respectively. Therefore and as shown in
Alternatively, the reward issued to the user in Block S240 can have a monetary value. In one example implementation, Block S240 delivers the reward to the user in digital form, such as a digital coupon for a free cup of coffee or a digital voucher for a plane ticket delivered to the user in the form of a notification accessible through the user's gaming account. In another example implementation, Block S240 handles shipment of a tangible prize to a physical address of the user, such as by collecting the user's address and triggering an MP3 player to be shipped to an address specified by the user. However, Block S240 can function in any other way to issue (e.g., deliver) the reward to the user.
In one variation shown in
The systems and methods of the preferred embodiment can be embodied and/or implemented at least in part as a machine configured to receive a computer-readable medium storing computer-readable instructions. The instructions are preferably executed by computer-executable components preferably integrated with the application, applet, host, server, network, website, communication service, communication interface, hardware/firmware/software elements of a user computer, computer system, or mobile device, or any suitable combination thereof. Other systems and methods of the preferred embodiment can be embodied and/or implemented at least in part as a machine configured to receive a computer-readable medium storing computer-readable instructions. The instructions are preferably executed by computer-executable components preferably integrated by computer-executable components preferably integrated with apparatuses and networks of the types described above. The computer-readable medium can be stored on any suitable computer readable media such as RAMs, ROMs, flash memory, EEPROMs, optical devices (CD or DVD), hard drives, floppy drives, or any suitable device. The computer-executable component is preferably a processor but any suitable dedicated hardware device can (alternatively or additionally) execute the instructions.
As a person skilled in the art will recognize from the previous detailed description and from the figures and claims, modifications and changes can be made to the preferred embodiments of the invention without departing from the scope of this invention as defined in the following claims.
This application claims the benefit of U.S. Provisional Application No. 61/530,900, filed 2 Sep. 2011, which is incorporated herein in its entirety by this reference.
Number | Date | Country | |
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61530900 | Sep 2011 | US |