Policy Impact Analysis - 117/HR/4685

Bill Overview

Title: Trading Isn’t a Game Act

Description: This bill requires the Government Accountability Office (GAO) to study and report on the use of techniques including gamification (adding gamelike elements to encourage participation) and psychological nudges (behavioral interventions designed to influence decision-making) by online investment trading platforms. Further, the GAO must compare the investment activity, habits, and risk tolerance of customers exposed to such techniques and those who are not.

Sponsors: Rep. Casten, Sean [D-IL-6]

Target Audience

Population: Individuals using online investment trading platforms

Estimated Size: 15000000

Reasoning

Simulated Interviews

Software Engineer (New York)

Age: 25 | Gender: female

Wellbeing Before Policy: 6

Duration of Impact: 10.0 years

Commonness: 14/20

Statement of Opinion:

  • I like the gamified elements because it makes investing more engaging.
  • I think being aware of how these platforms use psychology can help me make better decisions.

Wellbeing Over Time (With vs Without Policy)

Year With Policy Without Policy
Year 1 6 6
Year 2 6 6
Year 3 7 6
Year 5 7 6
Year 10 8 6
Year 20 8 6

Marketing Manager (California)

Age: 40 | Gender: male

Wellbeing Before Policy: 5

Duration of Impact: 15.0 years

Commonness: 10/20

Statement of Opinion:

  • I've noticed how addictive these apps can be.
  • Hope this policy helps in making these platforms more transparent.

Wellbeing Over Time (With vs Without Policy)

Year With Policy Without Policy
Year 1 5 5
Year 2 6 5
Year 3 7 5
Year 5 7 5
Year 10 8 5
Year 20 8 5

Freelance Designer (Illinois)

Age: 30 | Gender: other

Wellbeing Before Policy: 7

Duration of Impact: 10.0 years

Commonness: 12/20

Statement of Opinion:

  • The gamified features are fun but I do wonder if they lead me to take on more risk.
  • It'd be good to know more about their impact.

Wellbeing Over Time (With vs Without Policy)

Year With Policy Without Policy
Year 1 7 7
Year 2 7 7
Year 3 8 7
Year 5 8 7
Year 10 9 7
Year 20 9 7

Teacher (Texas)

Age: 55 | Gender: female

Wellbeing Before Policy: 8

Duration of Impact: 5.0 years

Commonness: 18/20

Statement of Opinion:

  • I use these platforms sparingly, so I’m not sure how much this policy will affect me directly.
  • However, more transparency on these platforms is never a bad thing.

Wellbeing Over Time (With vs Without Policy)

Year With Policy Without Policy
Year 1 8 8
Year 2 8 8
Year 3 8 8
Year 5 8 8
Year 10 8 8
Year 20 8 8

College Student (Florida)

Age: 22 | Gender: male

Wellbeing Before Policy: 6

Duration of Impact: 20.0 years

Commonness: 16/20

Statement of Opinion:

  • The gamification keeps me interested, but I worry about making uninformed decisions.
  • Hopefully, this policy leads to more educational resources tailored for beginners.

Wellbeing Over Time (With vs Without Policy)

Year With Policy Without Policy
Year 1 6 6
Year 2 7 6
Year 3 8 6
Year 5 9 6
Year 10 9 6
Year 20 9 7

Entrepreneur (Georgia)

Age: 38 | Gender: male

Wellbeing Before Policy: 7

Duration of Impact: 5.0 years

Commonness: 12/20

Statement of Opinion:

  • I don’t mind the gamified elements; I find them engaging and informative.
  • I am skeptical about whether this policy will make any significant difference for me.

Wellbeing Over Time (With vs Without Policy)

Year With Policy Without Policy
Year 1 7 7
Year 2 7 7
Year 3 7 7
Year 5 7 7
Year 10 7 7
Year 20 7 7

Nurse (Ohio)

Age: 47 | Gender: female

Wellbeing Before Policy: 5

Duration of Impact: 15.0 years

Commonness: 15/20

Statement of Opinion:

  • I’m cautious with my investments and avoid overly gamified apps.
  • The policy might help reduce unwanted risk-taking among less experienced investors.

Wellbeing Over Time (With vs Without Policy)

Year With Policy Without Policy
Year 1 5 5
Year 2 6 5
Year 3 6 5
Year 5 7 5
Year 10 7 5
Year 20 7 5

Retired (Colorado)

Age: 60 | Gender: male

Wellbeing Before Policy: 8

Duration of Impact: 5.0 years

Commonness: 18/20

Statement of Opinion:

  • I prioritize security over the excitement these apps create.
  • The policy might raise awareness about potential issues in riskier platforms.

Wellbeing Over Time (With vs Without Policy)

Year With Policy Without Policy
Year 1 8 8
Year 2 8 8
Year 3 8 8
Year 5 8 8
Year 10 8 8
Year 20 8 8

Teacher (Massachusetts)

Age: 26 | Gender: female

Wellbeing Before Policy: 7

Duration of Impact: 10.0 years

Commonness: 14/20

Statement of Opinion:

  • The gamified system has taught me a lot about trading on a small scale.
  • I am curious to see if this policy increases educational resources on these platforms.

Wellbeing Over Time (With vs Without Policy)

Year With Policy Without Policy
Year 1 7 7
Year 2 7 7
Year 3 8 7
Year 5 8 7
Year 10 8 7
Year 20 9 7

Freelance Writer (Washington)

Age: 34 | Gender: other

Wellbeing Before Policy: 6

Duration of Impact: 10.0 years

Commonness: 13/20

Statement of Opinion:

  • I’ve had both good and bad experiences with these platforms.
  • It's essential they provide a better understanding of the outcomes of their psychology techniques.

Wellbeing Over Time (With vs Without Policy)

Year With Policy Without Policy
Year 1 6 6
Year 2 7 6
Year 3 7 6
Year 5 7 6
Year 10 7 6
Year 20 8 6

Cost Estimates

Year 1: $12000000 (Low: $10000000, High: $15000000)

Year 2: $9000000 (Low: $7000000, High: $12000000)

Year 3: $6000000 (Low: $5000000, High: $8000000)

Year 5: $0 (Low: $0, High: $0)

Year 10: $0 (Low: $0, High: $0)

Year 100: $0 (Low: $0, High: $0)

Key Considerations