| Typicality: | 0.568 |
| Saliency: | 0.555 |
| within the next three years | 7 | temporal |
| across a variety of channels | 6 | location |
| by introducing gamification | 5 | manner |
| bank → interact with → customer | 53 |
| bank → interact with → their customers | 50 |
| bank → interact with → its customers | 7 |
| bank → interact with → the customer | 4 |
| negative | neutral | positive |
| 0.058 | 0.484 | 0.457 |
| Raw frequency | 114 |
| Normalized frequency | 0.555 |
| Modifier score | 0.750 |
| Perplexity | 164.967 |