Inside Australia’s loyalty industry: what the ACCC report revealed

28 July 2020
Philip Shelper

Games are defined as ‘an activity that one engages in for amusement or fun’, and ‘a complete episode or period of play, ending in a final result’.[1]

Gamification is the use of elements of gameplay in non-game contexts to stimulate specific behaviours.

These distinctions are important. Games and gamification are different approaches which deliver different outcomes within loyalty programs.

In modern loyalty programs, both games and gamification are being used to drive deeper member engagement. Applied intelligently, games and gamification can support the stimulation of a wide range of desirable member behaviours, including sharing of personal data (to support analytical modelling and hyper-personalised communications), advocacy and referrals (to grow the member base and promote tactical offers), and incremental visits and spend.

Approaches are becoming increasingly sophisticated and more prevalent. Momentum is building in both areas as companies are inspired by the effort of their competitors and other loyalty program operators, while technological advances (smart phone market penetration and better software platforms) has allowed gaming and gamification to become more low cost and mainstream.

While much has been written about the potential of gamification within loyalty programs, it is games which are booming, and rapidly developing into one of the loyalty industry’s mega-trends.

Gaming penetration is massive

According to the Entertainment Software Association (ESA), in 2019, ‘164 million adults in the United States play video games and three-quarters of all Americans have at least one gamer in their household’.[2] The ESA also identified that smartphones are the most common device for playing games (60 per cent) compared to personal computers (52 per cent and dedicated game consoles (49 per cent)). There is only minimal gender imbalance, with 46 per cent of gamers being female.

Assuming similar statistics in other modern or modernising countries, this represents a sizeable population of consumers who are likely to be open to engaging with quality games provided through a loyalty program.

Games can be both entertainment in themselves and a pathway towards a reward, making them a useful tool.  Members can be invited to play a physical or digital game, enjoy the experience and unlock a prize, reinforcing the positive experience.

Game design research

Lazzaro (2004)[3] conducted a comprehensive study of the role of emotions in video games. She identified four key emotion-based reasons why people play games:

  1. Hard fun: players like the opportunities for challenge, strategy, and problem solving.
  2. Easy fun: players enjoy intrigue and curiosity. Players become immersed in games when it absorbs their complete attention, or when it takes them on an exciting adventure.
  3. Altered states: players treasure the enjoyment from their internal experiences in reaction to the visceral, behaviour, cognitive, and social properties.
  4. The people factor: players use games as mechanisms for social experiences.

Lazzaro reported being surprised by the ‘dramatic contrast in emotional displays between one vs. several people playing together. Players in groups emote more frequently and with more intensity than those who play on their own. Group play adds new behaviours, rituals, and emotions that make games more exciting.’ This insight should be of particular interest to loyalty program operators that are contemplating games, as campaigns which stimulate group and social discussion may tap into this greater intensity to the benefit of the brand and the program.

Brands can enjoy some valuable benefits from providing members with access to compelling games.

Benefit 1: Acquisition & engagement

Firstly, games can be used to drive new member acquisition and deeper engagement with existing members. If a consumer is required to join the program to play the game, they are provided with an additional motivation to join. If an existing member needs to download an app to play, they are provided with an incentive to download the app.

Benefit 2: Attention on your brand

Secondly, members playing a game will focus their attention for an extended period of time on a field or game board which will likely contain overt branding, as well as subtle brand associations. This can tap into a psychological bias known as the mere-exposure effect. Zajonc (1968)[4] found that mere repeated exposure of individuals to a stimulus object enhances their attitude toward it. His study focused on exposure to images such as foreign words, Chinese characters and faces of strangers. Later research has replicated the effect across paintings, colours, flavours, geometric shapes and people.[5] Baker (1999) [6] found the effect also works for brands, and recommended that advertisers should place a higher priority on maximising the prominence of the brand name and package in advertisements to capitalise on the effect.

Games provide an engaging medium for intense, repeated exposure. Examples of luxury brands which have embraced games as promotional channels include Louis Vuitton, Guerlain, Dior, Hermes, Burberry, Gucci and Chanel.[7] 

Dior Discounting is never a strategy used by Dior to generate engagement with their luxury fashion lines. Instead, to drive hype around a new store opening in Shanghai, they created a playful, competitive, interactive game on their WeChat account. Dior invited users to collect six Dior branded in-game tokens via an interactive treasure hunt, allowing them to launch a virtual hot air balloon into the sky upon successful completion. Launching a balloon gained shoppers the opportunity to win tickets to the stores grand opening. Dior give repeated exposure to their logo within the game and effectively use it across online to offline engagement experiences.

Benefit 3: Tie the member to the brand’s values

Thirdly, according to Tulleken,[8] games provide a unique opportunity for brands to represent their values and involve their customers in their mission. He cites the examples of Chipotle (who used a game called Scarecrow to allow customers to save produce and animals from industrial food corporations) and Burger King (who created their Sneak King game to incorporate their promise to ‘feed your hunger’ by having players feed hungry people). Loyalty programs can further utilise this approach by better educating members on how to extract more value from the program.

Porsche Porsche consolidated their brand values and commitment for fast cars with the launch of their racing game Need For Speed: Porsche Unleashed. The game let users race with different Porsche sports car models, bringing to life the history of the Porsche designs and how they have been refined and evolved over time with each model. With speed and style always at the core, the game is a classic portrait of the brand and its values, with the game itself now a collector’s item.

Boost Juice Boost Juice launched two games in two years for their Vibe Club loyalty program members to play within their app. The games educate members on the healthy fruit contained within Boost drinks and incorporate elements of their brand story and founder. It also allowed members to win prizes, which were typically discounts off their next purchase. Boost Juice said in a statement that their first ‘Free the Fruit’ app saw over 329,889 downloads and 225,970 prizes given away, while reaching number one on the Apple App Store and remaining in this position for four weeks.[9] During this time, Boost customers spent close to 56 million minutes of gameplay at an average 173 minutes per user. This level of app engagement which rewarded customers with vouchers drove high traffic into their bricks and mortar stores, resulted in significant sales uplifts. It was quickly followed by their second game ‘Find the Fruit’. 

Benefit 4: Word of mouth

Fourthly, games are effective in generating word of mouth promotion. In 2009, The NDP Group revealed that 41 per cent of all gamers report that they rely on word of mouth to obtain information on video games[10].

Further research from Poretski et al (2019)[11] found that word of mouth increases game consumption, particularly for online games. Loyalty programs which develop games that have that ‘talkability’ factor can benefit from generating a buzz amongst social groups.

KFC China KFC China identified that the country’s 564 million gamers were a core target market which was key to achieving their goals of connecting with the youth population. They strategically partnered with the most popular esports gaming franchise in China, League Of Legends, to create an AI commentator (which they called Colonel KI) that predicts outcomes of League of Legends tournaments in real time. Fans could log into the KFC app to track predictions throughout the match. During the most exciting moments in the match, the Colonel would virtually distribute QR coupons to fans inviting them to order KFC online and enjoy fried chicken during the game. Results generated impactful metrics in regard to both social buzz and sales. There were 203 million viewers on League of Legends live streams, 35 million topic views on Weibo, 1.9 million on screen comments, 100 per cent of coupons accepted and 25 per cent of coupons redeemed (2,500 per cent above the benchmark).[12] To increase talkability further, KFC also themed some of their restaurants with League of Legends branding and saw a 35 per cent uplift in sales in themed stores.[13]

Benefit 5: Social sharing

Fifthly, gamers are increasingly sharing their experiences and successes on social media. According to Minguez,[14] this commenced with interactive browser-based Facebook games like Zynga Poker, Mafia Wars and FarmVille, where it was observed that ‘players not only loved to play against one another, but also liked the bragging rights that came with getting high scores or passing a particularly tough level’. Loyalty programs which develop more comprehensive, challenging games have the opportunity to tap into social sharing, and even harness it by making it easy to share (via strategically positioned buttons) and rewarding the behaviour (by providing incremental rewards).

Candy Crush Candy Crush was designed in a way by which it can be played and completed for free (70 per cent of users on the last level have never paid to play) but with limitations, like limits on the amount of lives and moves players can access for free each day. Players can get more lives by either buying them or asking their friends on Facebook to accept their request for free lives. Using Facebook as a platform to expand the program throughout social friend networks was the primary source of new Candy Crush players in the initial stages. The ability to compete against friends was another social element which motivated users to want to progress faster, compelling them to pay for more lives to win against their friends.  Players also like to show off their scores to people they know, feeling a sense of pride in their level of achievements. Tapping into social sharing helped the Candy Crush series bring in more than $1.5 billion (USD) in revenue from microtransactions in 2018 across iOS and Android.[15] For loyalty program designers, it demonstrated what is possible when a hot game goes viral.

Benefit 6: Habit formation

Sixthly, games can be used to generate more sustained and habitual behaviour. A program operator may apply simple, low skill and randomness elements to turn their delivery of offers into a game. This provides the opportunity for a member to reveal a new offer everyday by playing, exposing them to the brand on a frequent basis and entering their consideration set frequently and consistently.

Maccas Mini Games ‘Maccas Mini Games’ gave players one opportunity per day to unlock a prize by playing an in-app game. Players could choose to dunk a chicken nugget, play mini-golf or run through a maze, where everyone won a prize. On successful completion of the game, an offer was presented to the player which they could either immediately add to an app order or save to their rewards tab to be used within approximately 16 hours before it expired. The player could revisit the app and play again the next day, helping to develop habitual behaviours.

Benefit 7: The endowment effect

Finally, games may tap into the Endowment Effect. As detailed in Chapter 6, Thaler, (1980)[16] identified that consumers place a greater value on things once they have established ownership. This effect can be harnessed by loyalty programs when distributing offers as prizes. While not proven, it can be hypothesised that a member who earns an offer after successfully completing a challenging game is likely to value the offer more than a member who has just been provided with it. As a result, they are potentially more likely to use the offer. 

What makes a great game?

With all these benefits, it is important to acknowledge that developing a compelling, engaging, likeable and shareable game within a reasonable budget can be challenging. Phan et al (2016)[17] developed a Game User Experience Satisfaction Scale (GUESS) to comprehensively measure video game satisfaction based on nine key factors; usability/playability, narratives, play engrossment, enjoyment, creative freedom, audio aesthetics, personal gratification, social connectivity and visual aesthetics. Developing a game which measures highly across most or all factors would be challenging, although it should be recognised that games developed for short-term loyalty program promotional campaigns are likely not going to be judged in the same light as a major label release.

To support loyalty programs interested in experimenting with games, platform providers have evolved offering white-label game solutions specialising in rapid, low-cost development, deployment and analytics. This includes companies such as 3radical and Trunk, and gaming design engines including Unity, Phaser and Panda3D.

Depending on your company’s loyalty program design, investing in games may deliver the edge needed to turb-charge member engagement.


[1] Oxford dictionary.

[2] Entertainment Software Industry, 2019, ‘2019 Essential Facts about the Computer and Video Game Industry’, https://www.theesa.com/wp-content/uploads/2019/05/ESA_Essential_facts_2019_final.pdf, accessed 15 June 2020.

[3] Lazzaro, Nicole., 2004, ‘Why we Play Games: Four Keys to More Emotion without Story’, Game Dev Conf, http://twvideo01.ubm-us.net/o1/vault/gdc04/slides/why_we_play_games.pdf, accessed 2 June 2020.

[4] Zajonc, R. B., 1968, ‘Attitudinal effects of mere exposure’, Journal of Personality and Social Psychology, Vol 9, Iss 2 Pt.2, pp1-27.

[5] Moreland, R. L., & Beach, S. R., 1992, ‘Exposure effects in the classroom: The development of affinity among students. Journal of Experimental Social Psychology, Vol 28, Iss 3, pp255–276.

[6] William E. Baker, 1999, ‘When Can Affective Conditioning and Mere Exposure Directly Influence Brand Choice?’, Journal of Advertising, Vol 28, Iss 4, pp31-46.

[7] Page, R. 2020, ‘Game on: 7 brands getting into gaming,’ CMO, https://www.cmo.com.au/article/670396/game-7-brands-getting-into-gaming/, accessed 4 April 2020.

[8] Tulleken, H., 2019, ‘5 ways games increase brand awareness,’ Pling, https://www.plinq.co/blog/5-ways-games-increase-brand-awareness, accessed 4 April 2020.

[9] McGilloway, Christian, 2018, cited in ‘Boost Juice launches new ‘Find the Fruit’ game app’, Inside FMCG Magazine, https://insidefmcg.com.au/2018/04/19/boost-juice-launches-new-find-the-fruit-game-app/, accessed 16th May 2019

[10] The NPD Group, 2009, ‘Gaming Device Profiles’.

[11] Poretski, Lev & Zalmanson, Lior & Arazy, Ofer, 2019, ‘The Effects of Co-Creation and Word-of- Mouth on Content Consumption – Findings from the Video Game Industry’, Fortieth International Conference on Information Systems Munich 2019, https://aisel.aisnet.org/cgi/viewcontent.cgi?article=1639&context=icis2019, accessed 15 June 2020.

[12] The Esports Ads, Colonel KI campaign, https://theesportsads.com/campaigns/colonelki, accessed 27 May 2020.

[13] Thomas, Paula, 2019, Digital Driving Growth in KFC China, Global Convenience Store Focus, https://www.globalconveniencestorefocus.co.uk/features/digital-driving-growth-in-kfc-china/, accessed 14 January 2020.

[14] Minguez, K., 2014, ‘The Merging of Social Media and Gaming’, Social Media Today,  https://www.socialmediatoday.com/content/merging-social-media-and-gaming, accessed 14 January 2020.

[15] Makuch, E., 2019, Gamespot, ‘Here’s How Much Money Candy Crush Makes Compared To Fortnite And Pokemon Go On Mobile’, https://www.gamespot.com/articles/heres-how-much-money-candy-crush-makes-compared-to/1100-6464305/, accessed 28 May 2020.

[16] Thaler, Richard,1980, ‘Toward a Positive Theory of Consumer Choice,’ Journal of Economic Behavior and Organization, Vol 1, pp39-60.

[17] Phan, Mikki & Keebler, Joseph & Chaparro, Barbara,2016, ‘The Development and Validation of the Game User Experience Satisfaction Scale (GUESS)’, Human Factors: The Journal of the Human Factors and Ergonomics Society, Vol 58, Iss 8.

ACCC logo

Drawn from the report Loyalty & Reward Co produced for the Australian Competition and Consumer Commission, June 2019.

Almost 80 per cent of Australians belong to at least one loyalty program. That figure, from Mastercard research,1 shows how deeply loyalty programs are woven into Australian consumer life. It does not tell you how much value members actually receive, how the largest programs earn their profits, or what the design choices behind the points mean for competition. Those questions are harder to answer, and until 2019 no one had answered them in public.

In 2019, the Australian Competition and Consumer Commission (ACCC) commissioned Loyalty & Reward Co to produce the first comprehensive, publicly available report on the Australian loyalty industry. The report examined the major programs with more than one million active members, most of them coalition programs, and set out how they are designed, how they are monetised, how they use member data, and what effect they have on competition and on consumers. You can read the full report on the ACCC website. The findings remain a useful reference for anyone designing or operating a program today.

This article summarises what the report found, and what each finding means for program operators.

A market that reaches into almost every industry

Loyalty programs have operated in Australia for several decades and now appear across almost every consumer industry. Estimates of how many programs the average Australian belongs to range from four (Adam Posner, For Love or Money 2018)2 to 6.1 (Mastercard).1 The report concentrated on the four largest coalition programs, Qantas Frequent Flyer, Woolworths Rewards, Velocity Frequent Flyer, and flybuys, because their scale and partner networks give them influence over a large share of Australian spending. A coalition program is one run by a central operator, where a network of partners rewards members with a common currency such as points.

The modern coalition program traces back to 1980, when American Airlines launched AAdvantage, the first frequent flyer program built on a reward currency of miles. Qantas Frequent Flyer followed in 1987 using points. Over the following decades, hotels, banks, supermarkets, and retailers built or joined coalition networks of their own.

Much of the recent history is a contest between two competing partnerships. In 2009, Woolworths partnered with Qantas Frequent Flyer, which grew the supermarket’s member base and gave Qantas a large population of members who rarely flew. Coles took full control of flybuys in 2011 and relaunched it, using cheaper points and supplier-funded bonus offers to compete. When Woolworths relaunched as Woolworths Rewards in October 2015 and replaced Qantas Points with a new currency earned only on selected products, members responded with sustained criticism, and the supermarket reversed much of the change within a year. By 2016, the industry had settled into two camps, Woolworths Rewards with Qantas Frequent Flyer, and flybuys with Velocity.

For operators: a currency change removes something members already value, and members tend to feel that loss more sharply than the gain meant to replace it. The Woolworths experience shows how quickly members react when a redesign reduces perceived value.

The psychology built into program design

The report set out the behavioural research that underpins program design. Several findings are worth knowing.

Operant conditioning (Skinner, 1948)3 holds that behaviour which is reinforced tends to be repeated. Bonus points for a specific action encourage members to repeat it. A related insight is that not all points are equal: the large airline, bank, supermarket, and hotel currencies are desirable enough to change where members choose to shop.

Social identity theory (Tajfel, 1978;4 Bhattacharya and Sen, 2003)5 holds that people fold the brands they identify with into their sense of self. Status tiers apply this directly. A Platinum frequent flyer receives lounge access, priority boarding, and upgrades, and that recognition can build an emotional connection to the airline. Status also raises switching costs, which can keep a member spending even when a competitor charges less for the same product.

The endowed progress effect (Nunes and Drèze, 2006)6 was demonstrated in a car wash study. Members given a card with two of ten stamps already filled redeemed at 34 per cent, against 19 per cent for members given a blank eight-stamp card, even though both groups needed eight stamps. Artificial early progress increased persistence toward the goal.

The goal-gradient effect (Hull, 1934;7 Kivetz, Urminsky, and Zheng, 2006)8 holds that effort increases as a goal comes closer. Members have been observed to accelerate their spending as they approach a status threshold.

Size heuristics describe how one hundred points can feel more rewarding than the one dollar of value it represents. Points let a program present value at a low cost to itself.

Surprise and delight can lift satisfaction well beyond what met expectations achieve. Berman (2005)9 reported that a delighted Mercedes-Benz customer had an 86 per cent likelihood of buying again, against 29 per cent for a merely satisfied one.

For operators: these mechanics work, and that is why they carry a duty of care. Design that manufactures progress or leans heavily on status can drive engagement, and it can also erode trust if members later feel the value was overstated.

How the largest programs earn their profit

A small number of coalition programs are highly profitable. Qantas Loyalty reported revenue of $1,546 million and earnings before interest and tax of $372 million in 2018.10

The report set out the standard coalition model with a worked example. A member spends $1,000 and earns 1,000 points. The program invoices the retailer at around 1.5 cents per point, so the retailer pays $15. When the member later redeems, the program values each point closer to one cent, or $10 for the 1,000 points. The program keeps the difference, roughly $5, a margin of about 33 per cent on that transaction. Across the hundreds of billions of points a large program can sell each year, those half-cents accumulate.

Two further mechanics matter. The first is breakage, the industry term for points that expire unused. Programs set expiry rules, for example 18 months of inactivity for Qantas Frequent Flyer, 24 months for Velocity, and 12 months for flybuys, and higher breakage translates directly into higher profitability. This is why some programs employ actuaries to model it. The second is deferred revenue. A program sets aside enough to cover future redemptions, and a holding of several billion dollars is not unusual for a large Australian coalition program, earning interest in the meantime.

Redemption value also varies by reward. A point redeemed on a flight might be worth one cent, on a gift card half a cent, and on a toaster around 0.25 to 0.35 cents. Pricing steers members toward redemptions that keep cash inside the business.

For operators: breakage and value-steering improve margins, and they sit in tension with member value. A program that optimises breakage too aggressively risks the disengagement that produces breakage in the first place.

The data behind the points

A loyalty program is one of the most effective ways to build a marketing database, because it links transactions to an identified individual over time. The report traced how far that data capability now extends.

Woolworths bought a half-share in analytics firm Quantium in 2013, gaining the ability to turn data from around 8 million loyalty cards into personalised offers. Data exchanges such as Data Republic, backed by Qantas Loyalty, Westpac, NAB, and ANZ, connect a broad network of organisations for secure data sharing. Data brokers can match a single member against tens or hundreds of external datasets, and one broker cited in the report, Rokt, described using billions of user records to personalise offers in real time.

For operators: members increasingly expect transparency and control over their data, a point the report emphasised. A program that collects widely without explaining clearly risks the trust that makes personalisation acceptable in the first place.

The competition question

The report examined whether loyalty programs affect competition, and the evidence points in more than one direction.

Consumer behaviour shows the effect is real. A 2018 Canstar Blue survey found that 21 per cent of shoppers who switched supermarkets did so to earn reward points, and 54 per cent of those who did all their shopping at one supermarket did so because of points.11 International research reaches similar conclusions. Lederman (2003)12 linked frequent flyer enhancements to gains in airline market share, with larger effects at hub airports. Cairns and Galbraith (1990)13 argued that programs raise switching costs and act as a sunk cost that a new entrant must match to compete. McCaughey and Behrens (2011)14 found frequent flyer members in the Netherlands willing to pay a premium of up to 6 per cent. Reichheld (1996)15 found that programs can reduce a member’s sensitivity to competing prices.

The concern is sharpest for smaller companies and new entrants. In a market of dominant duopolies, when the leading players both run large, engaged programs, the competitive tension between them can be neutralised while the barrier facing a new entrant without a comparable program rises. Norway took this seriously enough to ban the earning of points on domestic routes for a period, lifting the ban only in 2013 once domestic competition was judged robust.16

The evidence is not one-sided. Caminal and Claici argued that loyalty pricing can enhance competition by steering business between firms and lowering average transaction prices.17 Aldi, meanwhile, has campaigned directly against points-based programs, arguing that members who chase points routinely spend more, which suggests competitors view those programs as effective.

For operators: a program is a genuine competitive asset, and that same strength invites scrutiny where it raises switching costs or dampens price competition. Designing for real member value, rather than lock-in alone, is the more durable position.

Are members getting what they are promised?

The report closed on the question that matters most to members: the value they actually receive.

Value varies widely. Members of some programs receive as little as half a cent for every dollar spent, while others return 10 per cent or more. Some programs have also reduced value quietly over time. A $100 Barbeques Galore gift card that cost 13,500 points on the Velocity store in 2009 later cost 18,000 points, a 33 per cent increase. A $100 Myer gift card on the Qantas Store rose from 13,500 to 17,770 points, a 31 per cent increase, for a product whose value had not changed. Those increases outpaced the roughly 9.5 per cent inflation over the same five years, and members were not notified.

Some advertising also risks over-promising. The report noted a Qantas credit card campaign using the line “Latte, Latte, Latte, London”. Taken literally, a member would need to buy 20,000 to 40,000 cups of coffee to earn a flight to London, which at one or two cups a day could take up to 55 years. No reasonable consumer would read it literally, and that is the point: broad promotional claims can imply that value is more accessible than it is.

For operators: transparency around expiry, devaluation, and realistic earn rates protects the trust a program depends on. Members forgive a modest return far more readily than a value promise that does not hold up.

What the report means today

Australia’s loyalty industry is sophisticated, profitable, and built on well-understood behavioural science. The ACCC report showed that the same features which make programs effective, the psychology, the data, the coalition scale, and the points economics, are also the features that deserve the most care. A program earns durable loyalty when its design, its data practices, and its promises all hold up to a member reading them closely.

Loyalty & Reward Co produced this report as the loyalty consulting experts, and have since delivered more than 160 loyalty projects for leading brands worldwide. For the full detail, figures, and sources, read the complete report on the ACCC website.

References

Primary source: Shelper, P., Lyons, S., & Savransky, M. (2019). Australian Loyalty Schemes: A Loyalty & Reward Co report for the ACCC. Loyalty & Reward Co. Available at: accc.gov.au

The numbered sources below are cited in the article above. Full footnotes for every industry, media, and program source referenced throughout the report are provided in the ACCC report itself.

  1. Mastercard (2018). Achieving Advocacy and Influence in a Changing Loyalty Landscape.
  2. Posner, A. (2018). For Love or Money 2018, edition 6.
  3. Skinner, B. F. (1948). “Superstition in the pigeon”, Journal of Experimental Psychology, Vol. 38, pp. 168-172.
  4. Tajfel, H., & Turner, J. C. (1978). “An integrative theory of intergroup conflict”, in The Social Psychology of Intergroup Relations, pp. 33-47.
  5. Bhattacharya, C. B., & Sen, S. (2003). “Consumer-company identification: a framework for understanding consumers’ relationships with companies”, Journal of Marketing, Vol. 67, pp. 76-88.
  6. Nunes, J., & Drèze, X. (2006). “The endowed progress effect: how artificial advancement increases effort”, Journal of Consumer Research, Vol. 32, No. 4, pp. 504-512.
  7. Hull, C. L. (1934). “The rat’s speed of locomotion gradient in the approach to food”, Journal of Comparative Psychology, Vol. 17, pp. 393-422.
  8. Kivetz, R., Urminsky, O., & Zheng, Y. (2006). “The goal-gradient hypothesis resurrected: purchase acceleration, illusionary goal progress, and customer retention”, Journal of Marketing Research, Vol. 43, pp. 39-58.
  9. Berman, B. (2005). “How to delight your customers”, California Management Review, Vol. 61, No. 1, pp. 129-151.
  10. Qantas (2018). Qantas Annual Report 2018.
  11. Canstar Blue (2018). Consumer survey on supermarket switching and reward points, as cited in the ACCC report.
  12. Lederman, M. (2003). Do enhancements to loyalty programs affect demand? The impact of international frequent flyer partnerships on domestic airline demand, mimeo, MIT.
  13. Cairns, R., & Galbraith, J. (1990). “Artificial compatibility, barriers to entry, and frequent-flyer programs”, Canadian Journal of Economics, Vol. 23, pp. 807-816.
  14. McCaughey, N., & Behrens, C. (2011). Paying for status? The effect of frequent flyer program member status on airfare choice, Monash University Department of Economics.
  15. Reichheld, F. (1996). The Loyalty Effect: The Hidden Force Behind Growth, Profits and Lasting Value, Harvard Business School Press.
  16. OECD (2014). Airline competition: note by Norway, Directorate for Financial and Enterprise Affairs, Competition Committee.
  17. Caminal, R., & Claici, A. (2007). “Are loyalty-rewarding pricing schemes anti-competitive?”, International Journal of Industrial Organization, Vol. 25, pp. 657-674.
<a href="https://loyaltyrewardco.com/author/philip/" target="_self">Philip Shelper</a>

Philip Shelper

Philip Shelper is the CEO & Founder of Loyalty & Reward Co, the world’s only global pure-play loyalty consultancy. Under Phil's leadership, Loyalty & Reward Co has expanded globally, with offices in London, New York, Tokyo, Sydney and Melbourne. Phil is a member of several hundred loyalty programs, and a researcher of loyalty psychology and loyalty history, all of which he uses to understand the essential dynamics of what makes a successful loyalty program. Phil is the author of ‘Loyalty Programs: The Complete Guide’, the most comprehensive book on loyalty programs on the planet.

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