,i #aag? ,,congress #a/ ,session ,h4 ,r4 #dfhe ,,9 ,,! ,,h\se ,,( ,,repres5tatives ,july #bf1 #bjba,mr4 ,ca/5 7= himself & ,mr4 ,fo/]7 introduc$ ! foll[+ bill2 :i* 0 ref]r$ to ! ,committee on ,f9ancial ,s]vices ,a ,,bill ,to require ! ,gov]nm5t ,acc\ntability ,(fice to c>ry out a /udy on ! impact ( ! gamification1 psy*ological nudges1 & o!r design te*niques us$ by onl9e trad+ plat=ms1 & = o!r purposes4 #a4 ,,gao /udy on ! gamification ( inve/+ 7a7 ,/udy ,! ,comptroll] ,g5]al ( ! ,unit$ ,/ates %all c>ry out a /udy on ! impact ( ! gamification1 psy*ological nudges1 & o!r design te*niques ( onl9e trad+ plat=ms1 includ+ ! foll[+3 7#a7 ,h[1 & to :at ext5t gamification1 psy*ological nudges1 & o!r design te*niques are be+ us$ by onl9e plat=ms 9 ways t are detrim5tal to inve/ors4 7#b7 ,h[1 & to :at ext5t gamification1 psy*ological nudges1 & o!r design te*niques are be+ us$ by onl9e plat=ms 9 ways t emp[]1 in=m1 & educate inve/ors4 7#c7 ,! v>i\s ways brok]s use gamification1 psy*ological nudges1 & o!r design te*niques 9 m>ket+ /rategies t t>get or include retail cu/om]s4 7#d7 ,! v>i\s ways inve/m5t advis]s1 robo-advis]s1 or f9ancial plann]s use gamification1 psy*ological nudges1 & o!r design te*niques 9 m>ket+ /rategies t t>get or include retail cu/om]s4 7#e7 ,! v>i\s ways 9 :i* brok]s1 inve/m5t advis]1 robo-advis]s1 or f9ancial plann]s incorporate game-l features & designs 9 _! onl9e trad+ applications us$ by retail cu/om]s4 7#f7 ,:e!r c]ta9 plat=m use ( gamification1 psy*ological nudges1 & o!r design te*niques1 includ+ game-l features1 may con/itute inve/m5t advice or recomm5dations "u ,f$]al securities laws & regulations1 includ+ ,regulation ,be/ ,int]e/ 7#ag ,c4,f4,r4 #bdj4ael-#a74 7#g7 ,a comp>ison betwe5 ! inve/m5t activity1 habits1 & risk tol]ance (-- 7,a7 retail cu/om]s ( firms t use gamification1 psy*ological nudges1 & o!r design te*niques 9 m>ket+1 or t incorporate game-l features & designs 9 _! onl9e trad+ applications2 & 7,b7 retail cu/om]s ( firms t d n use1 or h limit$ use (1 gamification1 psy*ological nudges1 & o!r design te*niques 9 m>ket+ & t d n incorporate game-l features & designs 9 _! onl9e trad+ applications4 7#h7 ,h[1 & h[ prom95tly1 brok]s1 inve/m5t advis]s1 robo-advis]s1 or f9ancial plann]s t use gamification1 psy*ological nudges1 & o!r design te*niques 9 m>ket+ /rategies t t>get or include retail inve/ors1 or t incorporate game-l features & designs 9 _! onl9e trad+ applications1 are disclos+ ! risks associat$ ) lev]age1 complex products1 or excessive or frequ5t trad+4 7#i7 ,! av]age cu/om] demographic 7includ+ age & inve/m5t exp]i5ce7 ( brok]s1 inve/m5t advis]s1 robo-advis]s1 or f9ancial plann]s t use gamification1 psy*ological nudges1 & o!r design te*niques 9 m>ket+ /rategies t t>get or include retail inve/ors1 or t incorporate game-l features & designs 9 _! onl9e trad+ applications4 7#aj7 ,! relation%ip betwe5 7& any correlation betwe57 z]o commission trad+ & gamification or inve/or susceptibility to game-l features4 7#aa7 ,! degree to :i* ! types ( retail trad+ activity t is inc5tiviz$ by gamification 7includ+ ! specific asset classes promot$ via gamification7 b5efits1 h>ms1 or o!rwise affects o!r m>ket p>ticipants1 & an analysis !re(4 7#ab7 ,! degree to :i* ,securities & ,ex*ange ,commission's ,=m ,,bd & ,=m ,,adv c be revis$ to help ! ,commission bett] id5tify :i* regi/]$ firms use gamification1 psy*ological nudges1 & o!r design te*niques4 7#ac7 ,any data or legal *all5ges 7e4g41 s-call$ propriet>y practices7 t ! ,comptroll] ,g5]al enc\nt]s 9 prep>+ ! report4 7b7 ,inve/or te/+ au?ority ,! ,inve/or ,advocate ( ! ,securities & ,ex*ange ,commission is au?oriz$ to c>ry out inve/or te/+ z "p ( ! /udy requir$ "u subsection 7a74 7c7 ,,gao report ,n lat] ?an ! end ( ! #bgj-;day p]iod beg9n+ on ! date ( enactm5t ( ?is ,act1 ! ,comptroll] ,g5]al %all issue a report to ! ,securities & ,ex*ange ,commission & ! ,congress conta9+ all f9d+s & det]m9ations made 9 c>ry+ out ! /udy requir$ "u subsection 7a74 7d7 ,requir$ consultation ,9 c>ry+ out ! /udy requir$ "u subsection 7a71 ! ,comptroll] ,g5]al %all actively consult )-- 7#a7 ! ,securities & ,ex*ange ,commission2 7#b7 ! ,inve/or ,advocate ( ! ,commission2 7#c7 ! ,(fice ( ,inve/or ,education & ,advocacy ( ! ,commission2 7#d7 ! ,nor? ,am]ican ,securities ,adm9i/rators ,association2 7#e7 ! ,f9ancial ,indu/ry ,regulatory ,au?ority2 7#f7 academics2 & 7#g7 inve/or advocacy organizations & exp]ts4 7e7 ,gamification def9$ ,9 ?is section1 ! t]m gamification means tactics or /rategies us$ to engage cu/om]s & inc5tivize or nudge !m to transact & sp5d "t on an inve/m5t plat=m1 includ+ increas$ use ( notifications1 prizes1 use ( ladd]s & lead] bo>ds1 psy*ological tools1 & design elem5ts to inc5tivize cu/om]s to sp5d m "t on an inve/m5t plat=m1 to increase rapid trad+1 & to increase ! numb] ( trades4