On August 1-2, Minsk city hosted the two-day “Innovation Forum on Retail Business of VTB Group - Visa 2019”. The event was attended by the representatives of VTB (Russia) and subsidiary banks of the group, Visa delegates, and companies and external partners elaborating innovative solutions for the development and digitalization of retail business in the CIS and Georgia.
During the forum a wide variety of projects were presented as fin-tech startups, both at the idea stage and practically implemented ones. Significant interest among the participants was driven by topics related to the development of a mobile application for travelers, the use of gamification tools, the introduction of chat bots to attract and serve customers, and much more.
A competition for the best innovative startup solution was organized as part of the event. The Armenian Guide mobile application, the project developed by VTB (Armenia) jointly with the “Assembly of Armenians” public organization for business and cultural initiatives support was recognized as a winner. It aims to increase the tourist inflow to the country by creating a multi-currency virtual tourist map. In the nearest future the Armenian Guide application will be launched with the support of the Visa international payment system in VTB (Armenia) with the possibility of further scaling to the other subsidiary banks of the group.
Representatives of the retail business of VTB Bank (Kazakhstan) also shared innovative ideas with their colleagues.
- One of the strategic tasks of the bank is digitalization of the client services and bank internal processes. It implies a significant increase in the share of digital channels when working with clients and partners. VTB (Kazakhstan) makes persistent efforts in this direction. “During the Forum we presented a project on the gamification of the card service, which aroused much interest of our colleagues and partners,” - said Farkhat Aisarov, VTB Bank (Kazakhstan), Head of the Card department.
Gamification is the process of applying gaming mechanisms to non-game areas: business, production, trade, or education. The inclusion of customers and employees in the gameplay allows you achieving the desired tasks. For example, to increase customer loyalty or staff productivity through a joyful and exciting activity.In our bank the gamification is planned to be directed on customers’ motivation to use bank payment cards and remote services. In pain language, the retail business is starting to develop special mobile games designed specifically for VTB card holders.