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什么是游戲化交易,,對(duì)股市有何影響?

Erik Gordon
2021-08-03

年輕一代自己找到了這樣一款能夠吸引他們的“股市游戲”,,不僅融合了傳統(tǒng)交易方式的特點(diǎn),,還加入了當(dāng)今的應(yīng)用科技。

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圖片來(lái)源:Jakub Porzycki—NurPhoto via Getty Images

作為一家號(hào)稱(chēng)以“金融民主化”為己任的企業(yè),,羅賓漢(Robinhood)已于美東時(shí)間7月29日正式在納斯達(dá)克上市,。該公司的客戶(hù)多為初入股市的年輕交易者,傳統(tǒng)交易者對(duì)后者“游戲股市”的行事風(fēng)格常常嗤之以鼻,。

雖然有些人對(duì)“千禧一代”和“Z世代”交易習(xí)慣的批評(píng)不無(wú)道理,,但我必須承認(rèn),這些年輕人“游戲股市”的做法無(wú)論對(duì)他們自己還是對(duì)股市整體而言都是一件好事,。

之所以說(shuō)游戲化交易風(fēng)格利好市場(chǎng),,是因?yàn)樗芪乱淮灰渍邊⑴c到市場(chǎng)中來(lái)。如果沒(méi)有新鮮血液的不斷補(bǔ)充,,那么高凈值個(gè)人投資者終有一天將從市場(chǎng)上消失,。不用多想,就是字面意思,。

但想要吸引千禧一代和Z世代進(jìn)入股市并不是件容易的事,。他們的想法太多,又太容易分心,。甚至廣告商和學(xué)校里的教授都在為如何才能打動(dòng)他們而煩心不已,。為了達(dá)到吸引他們的目的,我們嘗試了實(shí)戰(zhàn)模擬,、基于行動(dòng)的學(xué)習(xí)和翻轉(zhuǎn)課堂等多種方法,,有些人甚至祭出了“游戲化”的方法,。

而游戲化也確實(shí)是少數(shù)有效的方法之一,。想讓年輕人對(duì)投資組合理論、估值模型或閱讀年報(bào)產(chǎn)生興趣無(wú)疑極為困難,,但如果你能開(kāi)發(fā)出一款像第一人稱(chēng)射擊游戲,、賽車(chē)游戲或憤怒的小鳥(niǎo)那樣有趣的游戲,那么你就有機(jī)會(huì)了,。

幸運(yùn)的是,,年輕一代自己找到了這樣一款能夠吸引他們的“股市游戲”,不僅融合了傳統(tǒng)交易方式的特點(diǎn),,還加入了當(dāng)今的應(yīng)用科技,,并且不收手續(xù)費(fèi),讓他們能夠跳上炒股的大潮,,追逐熱門(mén)股票,,跟隨大勢(shì),乘勢(shì)而為,。

就像他們的祖父輩觀看路易斯?盧吉塞爾(Louis Rukeyser)主持的華爾街周報(bào)(Wall Street Week)時(shí)購(gòu)買(mǎi)被嘉賓炒作的股票,、或者父輩在吉姆?克萊默(Jim Cramer)點(diǎn)擊按鍵,高喊“買(mǎi),!買(mǎi),!買(mǎi),!”時(shí)所做的那樣,交易應(yīng)用只是讓這場(chǎng)游戲變得更快捷,、更有趣了而已,。而零傭金又大大降低了交易成本。

有些人難免要雞蛋里挑骨頭,,指責(zé)游戲型交易者對(duì)市場(chǎng)造成了負(fù)面影響,,還煞有介事的提出了許多所謂“需要解決的問(wèn)題”。第一個(gè)問(wèn)題是,,游戲型交易者并非真正的投資者,。說(shuō)的沒(méi)錯(cuò)。但日內(nèi)交易者和高頻交易者同樣算不上真正的投資者,。他們還指出,,游戲型交易者在購(gòu)買(mǎi)股票時(shí)對(duì)公司的經(jīng)濟(jì)狀況漠不關(guān)心。同樣沒(méi)錯(cuò),。但那些跟著圖表模式變化進(jìn)行買(mǎi)賣(mài)操作的技術(shù)交易者又何嘗不是如此,?

有人說(shuō),游戲型交易者扭曲了股價(jià)的真實(shí)價(jià)值,。假設(shè)所謂“真實(shí)價(jià)值”確實(shí)存在,,那么他們說(shuō)的也沒(méi)錯(cuò)。但那些買(mǎi)入特斯拉,、規(guī)避深度價(jià)值股票的機(jī)構(gòu)投資者與之有何差別,?還有人批評(píng)游戲型交易者操縱了股票的價(jià)格。對(duì)部分游戲型交易者來(lái)說(shuō),,確實(shí)如此,。但那些在CNBC、彭博(Bloomberg)電視節(jié)目上大談投資觀點(diǎn)的CEO和基金經(jīng)理也是如此,。

要說(shuō)這些年輕人真對(duì)市場(chǎng)造成了什么“負(fù)面影響”,,那就是業(yè)余的年輕交易者賺了大錢(qián),而享受高薪的所謂專(zhuān)業(yè)人士卻承受了相當(dāng)損失,。這種批評(píng)倒也不無(wú)道理,,但話(huà)說(shuō)回來(lái),,如果自己這么輕易就被新手甩在了后面,,那么這些專(zhuān)業(yè)人士或許應(yīng)該反思的是自己出了什么問(wèn)題。

游戲化交易不僅有利于市場(chǎng),,也有利于這些交易者本身,,他們可以通過(guò)“游戲股市”的方式來(lái)不斷學(xué)習(xí)。他們會(huì)發(fā)現(xiàn),,有時(shí)很容易就能賺到錢(qián),,有時(shí)則不然,。他們會(huì)感受到賺錢(qián)的興奮和損失真金白銀的痛苦。僅僅研究風(fēng)險(xiǎn)或查看模擬交易虧損并不能讓你切實(shí)體驗(yàn)到這種虧損的痛苦,。

游戲型交易者最終會(huì)發(fā)現(xiàn)自己并不像自我感覺(jué)的那樣出類(lèi)拔萃,。他們會(huì)發(fā)現(xiàn),自己還有很多東西需要學(xué)習(xí),。這是一種很好的結(jié)果,。

許多人會(huì)發(fā)現(xiàn)自己并不適合“游戲股市”,轉(zhuǎn)而通過(guò)基金或顧問(wèn)進(jìn)行投資,。這也是很理想的結(jié)果,。

只有無(wú)法讓下一代對(duì)股市產(chǎn)生興趣才是糟糕的結(jié)果。如果想獲得年輕人的參與,,就必須用能令其接受的方式來(lái)吸引他們,。而對(duì)于千禧一代和Z世代來(lái)說(shuō),這種方式就是游戲,。如果游戲化交易能夠促使他們進(jìn)入市場(chǎng),,那么我對(duì)此完全支持。(財(cái)富中文網(wǎng))

埃里克?戈登,,密歇根大學(xué)羅斯商學(xué)院(University of Michigan’s Ross School of Business)教授,,主要研究金融市場(chǎng)、并購(gòu),、公司治理和企業(yè)家精神,。

譯者:梁宇

審校:夏林

作為一家號(hào)稱(chēng)以“金融民主化”為己任的企業(yè),羅賓漢(Robinhood)已于美東時(shí)間7月29日正式在納斯達(dá)克上市,。該公司的客戶(hù)多為初入股市的年輕交易者,,傳統(tǒng)交易者對(duì)后者“游戲股市”的行事風(fēng)格常常嗤之以鼻。

雖然有些人對(duì)“千禧一代”和“Z世代”交易習(xí)慣的批評(píng)不無(wú)道理,,但我必須承認(rèn),,這些年輕人“游戲股市”的做法無(wú)論對(duì)他們自己還是對(duì)股市整體而言都是一件好事。

之所以說(shuō)游戲化交易風(fēng)格利好市場(chǎng),,是因?yàn)樗芪乱淮灰渍邊⑴c到市場(chǎng)中來(lái),。如果沒(méi)有新鮮血液的不斷補(bǔ)充,那么高凈值個(gè)人投資者終有一天將從市場(chǎng)上消失,。不用多想,,就是字面意思。

但想要吸引千禧一代和Z世代進(jìn)入股市并不是件容易的事,。他們的想法太多,,又太容易分心。甚至廣告商和學(xué)校里的教授都在為如何才能打動(dòng)他們而煩心不已,。為了達(dá)到吸引他們的目的,,我們嘗試了實(shí)戰(zhàn)模擬,、基于行動(dòng)的學(xué)習(xí)和翻轉(zhuǎn)課堂等多種方法,有些人甚至祭出了“游戲化”的方法,。

而游戲化也確實(shí)是少數(shù)有效的方法之一,。想讓年輕人對(duì)投資組合理論、估值模型或閱讀年報(bào)產(chǎn)生興趣無(wú)疑極為困難,,但如果你能開(kāi)發(fā)出一款像第一人稱(chēng)射擊游戲,、賽車(chē)游戲或憤怒的小鳥(niǎo)那樣有趣的游戲,那么你就有機(jī)會(huì)了,。

幸運(yùn)的是,,年輕一代自己找到了這樣一款能夠吸引他們的“股市游戲”,不僅融合了傳統(tǒng)交易方式的特點(diǎn),,還加入了當(dāng)今的應(yīng)用科技,,并且不收手續(xù)費(fèi),讓他們能夠跳上炒股的大潮,,追逐熱門(mén)股票,,跟隨大勢(shì),乘勢(shì)而為,。

就像他們的祖父輩觀看路易斯?盧吉塞爾(Louis Rukeyser)主持的華爾街周報(bào)(Wall Street Week)時(shí)購(gòu)買(mǎi)被嘉賓炒作的股票,、或者父輩在吉姆?克萊默(Jim Cramer)點(diǎn)擊按鍵,高喊“買(mǎi),!買(mǎi),!買(mǎi)!”時(shí)所做的那樣,,交易應(yīng)用只是讓這場(chǎng)游戲變得更快捷,、更有趣了而已。而零傭金又大大降低了交易成本,。

有些人難免要雞蛋里挑骨頭,,指責(zé)游戲型交易者對(duì)市場(chǎng)造成了負(fù)面影響,還煞有介事的提出了許多所謂“需要解決的問(wèn)題”,。第一個(gè)問(wèn)題是,,游戲型交易者并非真正的投資者。說(shuō)的沒(méi)錯(cuò),。但日內(nèi)交易者和高頻交易者同樣算不上真正的投資者,。他們還指出,游戲型交易者在購(gòu)買(mǎi)股票時(shí)對(duì)公司的經(jīng)濟(jì)狀況漠不關(guān)心,。同樣沒(méi)錯(cuò),。但那些跟著圖表模式變化進(jìn)行買(mǎi)賣(mài)操作的技術(shù)交易者又何嘗不是如此,?

有人說(shuō),,游戲型交易者扭曲了股價(jià)的真實(shí)價(jià)值,。假設(shè)所謂“真實(shí)價(jià)值”確實(shí)存在,那么他們說(shuō)的也沒(méi)錯(cuò),。但那些買(mǎi)入特斯拉,、規(guī)避深度價(jià)值股票的機(jī)構(gòu)投資者與之有何差別?還有人批評(píng)游戲型交易者操縱了股票的價(jià)格,。對(duì)部分游戲型交易者來(lái)說(shuō),,確實(shí)如此。但那些在CNBC,、彭博(Bloomberg)電視節(jié)目上大談投資觀點(diǎn)的CEO和基金經(jīng)理也是如此,。

要說(shuō)這些年輕人真對(duì)市場(chǎng)造成了什么“負(fù)面影響”,那就是業(yè)余的年輕交易者賺了大錢(qián),,而享受高薪的所謂專(zhuān)業(yè)人士卻承受了相當(dāng)損失,。這種批評(píng)倒也不無(wú)道理,但話(huà)說(shuō)回來(lái),,如果自己這么輕易就被新手甩在了后面,,那么這些專(zhuān)業(yè)人士或許應(yīng)該反思的是自己出了什么問(wèn)題。

游戲化交易不僅有利于市場(chǎng),,也有利于這些交易者本身,,他們可以通過(guò)“游戲股市”的方式來(lái)不斷學(xué)習(xí)。他們會(huì)發(fā)現(xiàn),,有時(shí)很容易就能賺到錢(qián),,有時(shí)則不然。他們會(huì)感受到賺錢(qián)的興奮和損失真金白銀的痛苦,。僅僅研究風(fēng)險(xiǎn)或查看模擬交易虧損并不能讓你切實(shí)體驗(yàn)到這種虧損的痛苦,。

游戲型交易者最終會(huì)發(fā)現(xiàn)自己并不像自我感覺(jué)的那樣出類(lèi)拔萃。他們會(huì)發(fā)現(xiàn),,自己還有很多東西需要學(xué)習(xí),。這是一種很好的結(jié)果。

許多人會(huì)發(fā)現(xiàn)自己并不適合“游戲股市”,,轉(zhuǎn)而通過(guò)基金或顧問(wèn)進(jìn)行投資,。這也是很理想的結(jié)果。

只有無(wú)法讓下一代對(duì)股市產(chǎn)生興趣才是糟糕的結(jié)果,。如果想獲得年輕人的參與,,就必須用能令其接受的方式來(lái)吸引他們。而對(duì)于千禧一代和Z世代來(lái)說(shuō),,這種方式就是游戲,。如果游戲化交易能夠促使他們進(jìn)入市場(chǎng),那么我對(duì)此完全支持。(財(cái)富中文網(wǎng))

埃里克?戈登,,密歇根大學(xué)羅斯商學(xué)院(University of Michigan’s Ross School of Business)教授,,主要研究金融市場(chǎng)、并購(gòu),、公司治理和企業(yè)家精神,。

譯者:梁宇

審校:夏林

Robinhood, the company whose stated mission is to democratize finance, is expected to launch its IPO on Thursday. Its customer base is skewed toward young, first-time stock traders who are often derided for applying their gamer style to the market.

While there are valid criticisms of the habits of millennials and Gen Z, I have to admit that their gamification approach to the stock market is a good thing—both for them and for the market as a whole.

Gamification is good for the market because it gets the new generations engaged. If these generations aren’t interested in the market, the highly valued individual investor base will die out. Literally.

It is hard to get millennials and Gen Z engaged. They have lots of distractions and a lot on their minds. Advertisers agonize over how to reach them. So do professors. We try simulations, action-based learning, and flipped classrooms. A desperate few of us even try gamification.

Gamification is one of the few things that works. It’s hard to get young people interested in portfolio theory, valuation models, or reading 10-Ks, but if you come up with a game that is almost as engaging as a first-person shooter, car racing, or slinging birds at pigs, you have a chance.

Fortunately, the younger generations themselves came up with a stock market game that engages them. It’s a combination of some old games, played with today’s app technology and zero commissions. Their game is to jump on hyped, fad stocks and ride the momentum.

It’s just like their grandparents did when they watched Louis Rukeyser on the old and bought stock hyped by a guest. Or like their parents do when Jim Cramer hits his button that shouts “Buy! Buy! Buy!” Trading apps just make the game quicker and more fun. Zero commissions make it cheaper.

Folks who bellyache about the negative effect gamers have on the market raise some points that should be addressed. For one, the gamers are not investors. True. But neither are day and high-frequency traders. Critics also point out that gamers care little about the economics of the companies whose shares they buy. True. But neither do technical traders who buy and sell based on chart patterns.

Some say gamers distort share prices from their true value. True, to the extent that true value has any real definition. But so do institutional investors who buy Tesla and shun deep-value stocks. Another critique is that gamers manipulate the price of stocks. True, with respect to some gamers. But also true with respect to some CEOs and fund managers who talk their book on CNBC and Bloomberg.

The most accurate effect-on-the-market objection might be that there has to be something wrong with amateur youngsters making real money and inflicting losses on highly paid market professionals. Maybe. But then again, maybe there’s something wrong with the market pros if they’re so susceptible to being overtaken by newbies.

Gamification is good not only for the market, but also for the gamers. Gamers learn by playing. They learn that sometimes it is easy to make money, but not all of the time. They learn how to handle the rush of making money and the pain of losing real money. You can’t understand that pain by studying risk or looking at losses from paper trades.

The gamers will eventually see that they aren’t as good as they thought they were. They will see that they have a lot to learn. That is a good result.

Many of them will learn that they aren’t suited for playing the market. They will move on to invest via funds or an advisor. That, too, is a good result.

What isn’t a good result is to raise a generation that has no interest in the market. If you want young people to be engaged, you have to engage them on their terms. Millennials and Gen Z engage via games. If gamification motivates them to get started in the markets, I’m all for it.

Erik Gordon is a professor at the University of Michigan’s Ross School of Business, and follows financial markets, M&A, corporate governance, and entrepreneurship.

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