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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Transforming community engagement in credit unions: the potential for gamification to enable change</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Heriot-Watt University</institution>
          ,
          <addr-line>Edinburgh EH14 4AS</addr-line>
          ,
          <country country="UK">UK</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <fpage>8</fpage>
      <lpage>10</lpage>
      <abstract>
        <p>In this paper we explore the potential for gamification to bring change to credit unions by increasing engagement of and fostering the sense of community in their members. We draw on the original idea of credit unions as an institution run by its members and a place where people help people. This idea has been partially lost when credit unions grew in size and shifted focus towards operational efficiency, and this research explores the solutions as to how to govern a credit union and stay close to people. The initial investigation resulted in a “path of activation” of the members from being customers to becoming active members and then volunteers. On this path we identified seven points of intervention where gamification can trigger behavioral change.</p>
      </abstract>
      <kwd-group>
        <kwd>Gamification</kwd>
        <kwd>Communities</kwd>
        <kwd>Financial Services</kwd>
        <kwd>Credit Unions</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Gamification has emerged as a widely-used business technique for triggering
behavioral change [
        <xref ref-type="bibr" rid="ref12 ref16">1</xref>
        ]. There is a growing body of evidence indicating that gamification
can impact significantly upon consumer behavior [2, 3]. In particular, the financial
services sector has experimented with embedding gamification elements within
frontend applications, e.g. to engage users in goal-based investing by turning decision
making process for investing funds into the management of a football team [4].
Results are promising with early evidence indicating that gamification delivers positive
business outcomes, e.g. by increasing customers intention to use an e-banking system
for financial product management [5]. However, to date gamification research has
focused upon financial services transacting and thus detailed knowledge of the
contribution of gamification to consumer relationship development is lacking. In this paper
we examine how gamification could be used to build community relationships with
the financial services consumer.
      </p>
      <p>Gaining knowledge of how gamification might be applied to build consumer
community relationships is important. There has been a shift in marketing interest from
individualized towards collective consumption driven by advancements in internet
technology and with significant post-millennial cultural shifts [6]. The benefits of
successful community development include increased loyalty (since the consumer is
loyal to both the community and the brand) and empowered, active consumers
collaborating and co-creating value [7]. In the context of the financial services sector,
building community relationships can help to overcome distrust in banking as a result of
the 2008 Financial Crisis [8]. In addition, against the back-drop of austerity there has
been interest amongst policy makers in using financial social enterprise and ethical
finance as interventions to support hard-pressed communities [9]. Thus research into
gamifying community-orientated retail financial services has the potential to inform
industry and policy agendas.</p>
      <p>
        We select Credit Unions as a context for our study of gamification. Credit unions
(CUs) are financial cooperatives, which provide a variety of retail financial services
purely to members. A CU enables its members to accumulate a stock of savings, from
which it then makes loans to other members. This requirement that loans can only be
made to members makes credit cooperatives quite different from banks [9]. However,
credit cooperatives are similar in structure to other forms of microfinance such as
rotating savings and credit associations (ROSCAs), except that, for the purposes of
regulation, the funds advanced are deposits, and so vest in the CU [8]. Indeed in the
last 20 years, there has been substantial interest in a ‘New Model,’ promoted by the
World Council of Credit Unions [
        <xref ref-type="bibr" rid="ref13 ref14 ref18 ref3 ref5 ref9">10, 11</xref>
        ], which emphasizes the scope for CUs to
have a substantial social impact. Therefore the issues and challenges of CUs have
resonance with a wide range of alternative financial services providers. Thus CUs
provide an ideal opportunity to explore the potential of gamification for building
community relationships in an organization where people help people.
      </p>
      <p>This study builds on the theoretical basis of the differences between banks and
CUs, where the latter are rooted in the notion community and are governed by it. By
building parallels between community building in game communities we suggest that
gamification can be used to facilitate community building in CUs. Consequently, we
explore the challenges of effective member involvement to governance and the
potential for using gamification as an intervention to overcome these challenges. For that
purpose we gather interview data from 15 CEOs and members of the boards of
directors of CUs in the US and UK, aiming at identifying the range of governance-related
issues as well as identifying attitudes towards gamification. This paper reports on our
empirical work and is structured in five sections. Section 2 provides an overview of
the CU context, identifies issues associated with CU governance, and theorizes how
gamification might solve the governance issues. Section 3 details the methodological
approach to collecting and analyzing the empirical material. Section 4 presents and
discusses our findings before Section 5 offers conclusions and directions for further
research.
2
2.1</p>
    </sec>
    <sec id="sec-2">
      <title>Research Context</title>
      <sec id="sec-2-1">
        <title>Overview of Credit Unions</title>
        <p>Credit Unions (CUs) differ from banks as they operate as co-operative
organizations, whereby the members of a CU are both its customers and shareholders. In this
paper we consider membership development synonymous to community
development, as CU membership is restricted to those with “common bond” typically this
either employment-based or geographically-based i.e. post code. For CUs the
formation and maintenance of consumer relationships and the provision of responsible,
sustainable financial services are central components of their distinct business model.
A CU should engage in activity which strengthens the relationship between the
institution and its members and also encourages positive interactions between and within
its membership relating to organizational governance. As such we consider
gamification as a possible technique for building community relationships.</p>
        <p>With regards to its services, CUs need to build strong relationships with members
in order to derive income from repeat business through both saving and borrowing.
As savings accumulate, the credit union has to find ways of investing them profitably
and responsibly. In practice this involves a CU lending to members, primarily for the
purchase of assets, extending the initial service concept and thus generating income
for the credit union through the payment of interest on the loan, which can be
distributed as interest on savings. Although named as ‘not-for-profit’ institutions, e.g. [12,
13], credit unions do need to generate sufficient surpluses from operations to remain
financially sustainable and this is captured in the formula, ‘Not for profit, not for
charity, but for service.’ [14]. In addition, the emphasis CUs place upon regularly
saving and a declared aim of providing financial education to members means that
CUs form a route to enabling people to change their financial behavior, primarily by
saving more regularly. However, in terms of the wider marketplace the return on
assets for credit unions is modest compared with those of other financial
intermediaries, and thus the formation of a strong relationship is essential to ensure loyalty in
such a competitive environment. Initial research within retail banking indicates that
gamification might provide an opportunity to CUs to increase the value of the service
offering and generate loyalty [6].</p>
        <p>With regards to governance, CUs face several challenges to active membership
involvement [15]. The first challenge is how to maintain relationships which become
attenuated through organizational growth. Many credit unions were formed by a few
people, often work colleagues, who agreed to offer mutual financial support. Those
CUs which prospered quickly needed professional staff to manage their activities.
Professionalization has the potential to weaken the sense of community as volunteers
cede their roles to employees and employees associate volunteer –driven decision
making processes as risky and inefficient. The second challenge is the mounting
pressure upon CUs to compete directly with banks and other financial institutions. It has
driven a shift in focus towards organizational efficiency and the outcome has been a
distancing of the majority of members from the matters of governance and a learnt
passivity in the sector [16]. Thus the orientation of the professional staff, competitive
pressures and the perceptions associated with member-orientated governance might
act as either a barrier or facilitator to the adoption of initiatives such as gamification
in stimulating greater member involvement.</p>
        <p>To this end, it is not clear which type of community CUs are more likely to be.
One the one hand, the majority of CU members still value a CU for its service
provision, and therefore, they might exhibit characteristics of a brand community [7, 17].
On the other hand, involving CU members in the matters of governance and
communal decision making shifts them towards professional communities [18]. Additionally,
profession-based CUs naturally provide environment for professional communities to
emerge [19]. However, understanding the distinctive characteristics of a CU
community is important, as it can provide guidance as to the approaches to facilitating
community-building.</p>
        <p>The theories explaining the emergence of brand [7] and professional [18]
communities partially overlap. For instance, staking in brand communities is similar to
identifying commonalities in professional ones. However, there are also differences. For
instance, practices associated with brand use in brand communities, are not found in
professional ones, whereas vision made explicit and reinvigorated as a cornerstone of
professional communities, is not important for brand communities. We hypothesize
that members might transition from brand communities to professional communities,
which might be visible from them exhibiting characteristics of both brand
communities and the professional communities. Identifying these characteristics in the CU
context might help us to theorize about the possibility of using gamification as an
intervention.
2.2</p>
      </sec>
      <sec id="sec-2-2">
        <title>Building a case for gamification</title>
        <p>Defined as a use of game elements in a non-gaming environment [20, 21],
gamification was originally designed to make electronic transactions more game-like [22].
However, it quickly spread beyond this specialized domain. The elements that
comprise distinctive game-like features, include components, e.g. points and badges,
mechanics, .e.g. quests and challenges, and dynamics, e.g. collaboration and progression
[23]. These levels form one of the most widely recognized classifications of game
elements [24], which was adopted from and is in harmony with MDA framework for
game design [25]. Gamification should not be mistaken for games, such as serious
games or business simulators [20], but for the purpose of this study we include both
categories in the interview questions, because interviewees most likely do not
distinguish between the two, and because it might be useful to explore any game-related
experience that CUs have already had as this area is still new to them. Prompting
specific game elements to the interviewees also helped to elicit specific existing
examples of gamification applications in CU from the CU and to gather their opinions
about other potential areas of application.</p>
        <p>When considering the purpose of CUs, it is possible to see the parallels with games
and to recognize the potential for creating a game-like experience in order to improve
the strengthen community bonds. Games have clearly defined goals, which help
players to create a meaningful experience [26]. Games put players in a social context [27]
and thus identify like-mined peers. Massive Multiplayer Online Games (MMOGs)
provide wide-ranging opportunities for game co-creation and forming of routines
[28]. The very phenomenon of lucid communities is the embodiment of opportunities
for co-creation and self-organisation. As a result, gamification lends itself as a
promising approach for extending the existing methods of cultivating communities.</p>
        <p>
          Game communities drive players’ engagement in pursuit of new experience,
provide mutual support and give meaning to the activities, something that members of
non-gaming communities seek for when choosing to be a part of one [18, 29]. For
instance, within MMOGs the communities (guilds), where players can share their
experiences and develop new approaches to playing, are one of the foundational
blocks [30]. What makes guilds particularly interesting is that they emerge
organically, as if the game in itself with its challenges and a sense of purpose [
          <xref ref-type="bibr" rid="ref23">31</xref>
          ] provides a
perfect environment and conditions for communities to thrive. However, it is possible
to argue that phenomena observed in games are not fully transferrable to other
contexts [32], something that opponents of gamification like to emphasize [33].
        </p>
        <p>We propose that understanding of how communities are cultivated in a
professional environment further develops the parallels with games, and thus suggests where
gamification can be applied. There is evidence that a gamified working environment
results in the emergence of professional communities [34]. According to Garrett et al.
[18] an organizational environment where members can observe social norms and
community potential and when shared vision and goals that are explicitly stated can
result in a community emerging through identified communalities. In such
environment members would voluntarily choose to engage with the community by actively
forming social routines, participating in social events and accepting responsibilities.</p>
        <p>Our case is that gamification can help to improve the engagement of members of
the CUs and facilitate the development of the sense of community. Furthermore,
gamification activities can also provide feedback about the dynamics of the membership
community and become a tool for shaping CUs. Thus gamification might offer an
additional method of evaluating CU performance and thus address the limitations of
more traditional performance management practices [35]. In order to test this case we
need to consider the attitudes and experiences of CU executives. Gamification of
community activity has to be congruent with CU community-orientation and
organizing environment. Although gamification offers several opportunities for enhancing
membership interaction it might not always be perceived as being an appropriate
choice by the CU. Gamification of financial services remains at an early stage of
operational adoption and as such may present a degree of risk. This leads us to frame the
following research questions
1. What is evidence of an organizational environment conducive to gamification?
2. What are the issues associated with current community development activity?
3. How is gamification being used and what are the possibilities for expanding its use
to address CU challenges?
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Methodological approach</title>
      <p>
        To answer our research questions we used qualitative research design as this
enables exploration of the problem area in great depth. Data was collected through
individual semi-structured interview with questions asked in the same order, thereby
ensuring structural validity [36]. The topic guide asked for the participant’s perception
of: the CU as a member-owned financial institution compared to a bank, CU
governance; the involvement of CU members in the internal affairs; barriers to member
involvement and the potential for using gamification/games to improve members’
involvement and address other challenges. We gathered data from CU executives in the
US and the UK. The two national contexts were chosen because the CU sector in the
US is considered more mature in fostering membership relations comparing with that
of the UK [
        <xref ref-type="bibr" rid="ref8">37</xref>
        ] and thus this would enable us to examine a range of practices.
      </p>
      <p>Participants were recruited using a convenience sampling drawing on the expertise
and prior contacts of one of the investigators [38]. The final sample comprised 15
CEOs or board-level directors based either in the US (7 interviews) or UK (8
interviews) from a mix of industrial and community development types of CU and CUs
that varied in size by assets and members (Table 1). Each interview lasted 40 minutes
on average and took place at a CU conference or in the offices of the participants. In
the US the interviewer had good understanding of the CU industry and used it to
initiate the research and gain a deeper insight into the specifics of the sector in the US.
This interviewer did not participate in UK interviews due to being too embedded in
the organizational context and thus interviews were conducted by separate
interviewers and the interviews from the US prepared co-investigators for the interviews in the
UK. Thus the collection of empirical material incorporated elements of insider
explanatory phenomenology [39] and cross-interviewing the first investigator after the
first round of interviews allowed the researchers to ensure internal validity of the
analysis [36] and synthesize the findings.</p>
      <p>In order to structure the data without a loss in complexity, we applied a causal
mapping method [40] which has already been used to study communities [41]. Causal
mapping models uses a directed graph that consists of short phrases (concepts) and
unidirectional arrows to imply a causal relationship between the concepts [42, 43].</p>
      <p>Thus concepts are formulated as action-oriented statements, and causal links
signify the participant’s beliefs about how the practices work [44]. Causal maps built for
each interview allowed us to link several concepts together, even if they were not
originally connected in the same part of the conversation. The maps were constructed
and analyzed using Decision Explorer1 software. We examined each map to identify
patterns in the network of concepts using visual analysis, centrality analysis (the
influence of each concept on the overall map) and causal loops. Following the chain of
arguments on the map combined with centrality analysis, one can see the themes that
were raised and dropped and the themes that generated discussion.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Findings</title>
      <p>We began by examining patterns in accounts of CU development of membership
engagement in services and governance activity. Active members have historically
been a source of volunteers, and most CUs still rely on volunteering. In one CU with
higher level of engagement the sense of community and responsibility for it was
stimulated by the feeling of importance to the CU. The sense of community translated into
higher levels of participation (e.g. in volunteering programs), and loan repayment.
Reportedly, CU members made their CU payments before anything else (including
the utility bills). Other CUs try to cultivate the sense of community by raising
awareness of the ethos of cooperative finance and contributions of its members (e.g. the fact
that board of directors does the job on a voluntary basis), and by sharing success
stories and stories of CU contribution to the wider community.</p>
      <p>Most of the interviewed CUs experience decreasing participation in the annual
general meetings (AGMs) and distancing of the members, who increasingly choose
online/mobile services over face-to-face interactions. Such developments in
technology-enabled media meant that CUs were seeking a fresh approach to communicating
and connecting with their members. In particular the need to attract young members
was highlighted in order to stay relevant. Several participants acknowledged that CUs
need to “activate” their membership in order to improve financial wellbeing of its
members and legitimize CU strategy. The need for converting customers into active
members was reinforced by many CUs and quite often connected to the emerging
sense of community. The interviewees suggested that they should improve translating
the ethos of CUs to their members and “shouting about all the wonderful things that
they do”.</p>
      <p>1 https://banxia.com/</p>
      <p>When the participants were asked to share their thoughts on the potential for
gamification in their CU, their opinions were largely shaped by the examples that they had
seen and heard of using games or gamification for providing financial education and
enabling behavioral change in personal finance management. Two participants had
developed educational board games to teach the basics of saving and spending to
children, particularly those coming from deprived areas and growing in a chaotic
environment. One game, was used to improve financial literacy, the other game was
designed simulate running a CU. Both games were successful in generating a positive
attitude towards CUs and money management and both games had a lasting effect on
changing behavior. Although targeted at children, there was a positive response from
adults.</p>
      <p>Other CUs had experience in embedding game elements in the customer service
information systems, e.g. a website or an app, which were developed by third parties.
These gamified services rewarded members with stars and points for saving, frequent
use of services and timely repayments. These simple elements are meant to encourage
the “right” behavior, such as saving or timely payment, and early trials demonstrated
that they did so. Reportedly, the borrowers became more disciplined in repaying when
their earned stars were at stake. It is worth mentioning that these rewards did not have
any monetary value attached to them. Interviewees who were familiar with these
examples saw very clearly how gamification could enhance service experience.</p>
      <p>Most of the reports of gamification were transactional with a focus on the
functional elements of the membership. Overall participants clearly saw how gamification
could be used to educate and as a trigger for behavioral change. Those CUs that had
experience of using games saw a wider potential, e.g. in improving members’
engagement. In our next section we theorize how gamification could be used within
CUs to deepen community relationships.
4.1</p>
      <sec id="sec-4-1">
        <title>Identification of Gamification Intervention</title>
        <p>By following the patterns relating to engagement and community relationships within
the causal maps we were able to synthesize these concepts into the levels and
activation paths by which CU customers transition to become Volunteers at the deepest
level of community relationship. Fig. 1 presents the summary of the findings and
theorizing about the impact of gamification on guiding the members through the
journey.</p>
        <p>The first level of the relationship is being a customer, the second level is becoming
an active member, this occurs while using CU services. Active members can
recommend a CU to other people and moving from a transactional service relationship to
considering a participatory role. Active members can engage with the range of CU
provides, such as financial education, which is designed to improve their financial
wellbeing. Active members will also participate in AGMs. The third level and deepest
level is becoming a volunteer. This deepening of the community relationship and
different levels echoes is comparative to the customer relationship management
ladder present in the marketing literature [45].</p>
        <p>Then we tried to identify community building elements on a proposed journey
from being a passive customer to becoming an active member and then engaged
volunteer. We saw that in CUs that were more successful at community engagement, the
CUs were welcoming and empathizing with new members, and then milestoning and
badging active members. Active members were then evangelizing their CU. These
elements exhibit characteristics of a brand community. We also saw that CUs took
pride in their ethos of a place where people help people and are put before profits.
They were trying to broadcast this vision, and this moved some of the members to
participate in social events in a form of volunteering. Thus, on member’s journey
members seem to transition into becoming a brand community and then a professional
community, which however does not happen to all the members.</p>
        <p>
          Volunteering can take many forms. Volunteers can participate in the events to
spread awareness about a CU and attract new members. Volunteers can provide
professional services based on the skills they have or would like to develop. A CU can
prepare volunteers to provide support for the people within the community (e.g.
preparing trainers who can then educate relevant members on how to fill in the
documents for financial aid). Volunteers may become the next generation of CU members
driving a CU forward. For instance, students, who run a branch of a CU entirely by
themselves, start understanding the ethos of CU from within. This along with the
community support helps to develop “a skin in the game”. Then highly engaged
volunteers might take part in the governance of the CU and help shape its directions. The
next stage of our analysis is to augment the links between the levels in order to
identify points of intervention where gamification can be applied as numbered in Fig. 1.
1. Financial wellbeing. Financial well-being games can contribute towards
customers becoming active members. The findings indicate that CUs have effectively
integrated gamification components within developed educational programs aimed at
improving financial wellbeing. Similar applications have been developed for
ebanking, e.g. with the help of an e-banking application Dreams customers can
develop investment goals and saving objectives [4]. Games provide a natural
environment for learning by: structuring the experience of managing finance around
goals; providing context to enable thinking in action; providing immediate
feedback to the actions; and allowing players to make a mistake in a safe environment
[46, 47]. Games also help to reduce the mystery of finance to members. Such
games are likely to be stand-alone solutions which are offered to the current or
prospective members at different points in time, and therefore are not an example of
gamification in its strict definition.
2. Creating a sense of community. Gamification can help to foster a sense of
community by facilitating collaborative dynamic and demonstrating the contribution of
its members to the greater good. For example, this approach has been embedded in
the design of Kickstarter crowdfunding platform. At this point individual
consumers begin to feel part of a consumption community [17]. This involves introducing
into the environment sense of purpose in order to develop loyalty to the CU and its
members and emphasizing team effort over the individual contribution of the
participants [48]. At this level the intervention happens by embedding game elements
as an ambient addition to the front end interface. It engaged members on the
emotional level and deals with impression management [7].
3. Taking control over finance. Gamification can empower customers to become
more active and engage them in services. Gamification elements stimulate more
active behavior [49]. Such examples have already been implemented into working
solutions for CUs, e.g. Incuto2. At this level customers are likely to use a gamified
solution, which might either resemble a game, whereby they perform financial
operations that look like tasks in a game, or use gamification elements, such as stars,
badges and points to nudge desired behavior (e.g. timely payments). Thus, these
elements are instrumental to milestoning and badging [7].
4. Reinforcing the sense of community. Gamified solutions can reinforce a sense of
community by giving active members an epic meaning of volunteering for a CU.
Epic meaning is believed to help explain why gamers find games so satisfying [
          <xref ref-type="bibr" rid="ref23">31,
50</xref>
          ]. The epic meaning of people helping people and CUs providing an ethical
approach to financial services is already present in CUs. This intervention is a
continuation of intervention 2 and similarly is likely to exist as an ambient addition to
the interface that reinforces the sense of belonging to a community with high
cause. It engages members not only emotionally, but also makes vision explicit to
the members [18].
5. Supporting the community. Gamification can provide active members with epic
quests which allow members to be a part of something bigger than them [34]. If
members can co-create these quests with the help of gamification elements then
they engage in forming their own events and routines. This behavior contributes to
forming a sense of professional community [18]. Therefore, this stage of the
members’ activation might become a transition point that deepens the existing broad
brand community relationship into becoming a focused professional community
relationship. Thus gamification creates opportunities for participating in social events
and also co-create them [18], which are also fun to do.
        </p>
        <p>2 https://www.incuto.com/
6. Next generation of CU members. Gamification and games can help CUs maintain
their relevance for younger generation. The ability to use games to generate
interest as well as participating in games would be appealing to gamers. For example,
one CU created a branch run entirely by students, and such experience can be
converted into a game that would give CU members a taste of what it is like to be a
part of the core membership of a CU. This intervention calls for accepting
responsibilities and thus engaging in the community more deeply [18]
7. CU Governance. Gamification can be used to translate the strategy and future
goals back to the members in an easy to understand way. Embedded in the online
services, it might provide a way of legitimizing strategy, alternative to face-to-face
interaction which has not succeeded in engaging CU members. An experiment with
moving governance online was done by Spotify. By creating a gamified app
instead of the annual reviews for its employees the company increased the voluntary
participation to 90% [51]. The engagement of members with strategic goals might
also help to reinforce a sense of community by making shared common goals more
easily accessible [18].
5</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Directions for further research</title>
      <p>Our paper aims to build understanding of how gamification could be applied to
community development by Credit Unions. We find evidence that CUs have used games
to increase financial well-being and engage members is a range of financial services.
However, our examples relate to educating children and engaging members in
transactional and not relationship outcomes. We generally find that gamification is
congruent with CU community-orientation and organizing environment which indicates
the potential for cultivating community relationships. However, we also identify
instances where a change the culture might be seen as a threat to those with managerial
power. We argue that gamification has the potential to trigger the transition of
customers to active members to volunteers who ultimately contribute to CU governance.
Specifically we develop a framework that identifies seven points of gamified
intervention to encourage the deepening of community relationships. The framework aims
to help CUs understand the issues with member engagement in CU governance.</p>
      <p>Whist this framework is informed by qualitative interview data from CEOs and
members of the board of directors. There is a need to develop insights from a range of
CUs stakeholders, particularly those who are present at each level of service use and
provision. In addition, in our next stage of analysis we will examine more detail
differences between the US and the UK participant response. Finally there is scope to
replicate this study amongst other social enterprises and alternative community-based
financial services providers. To conclude, gamification has potential to deepen
community relationships amongst CUs and thus help these organizations realize their
potential for providing ethical finance.
19.
20.
21.
22.
23.
24.
25.
26.
27.
28.
29.
30.
31.
32.
33.
34.</p>
    </sec>
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