Expensable Music Videos

Receipts in Expensify's Interactive Music Video Can Be Claimed for Cash

As much as people love having money to spend, few get excited about managing their personal finances—yet finance management app Expensify created an interactive music video to make the activity fun and engaging.

In collaboration with 2 Chainz and Adam Scott, Expensify created a first-of-its-kind music video that includes receipts that can be claimed for real cash. Just as the Expensify app has users capture a photo of their receipts, the music video tasks users with grabbing images of the included receipts for their chance to be rewarded via its easy-to-use app.

While 2 Chainz raps about extravagant purchases and his lavish lifestyle, viewers can quickly snapshot the slips that appear to win cash or even the items that appear throughout the video.

Interactive Music Videos
Interactive music videos have the potential to create a more engaging user experience that could dissuade customers from skipping ads entirely.
Gamification of Personal Finance
Gamification has the power to make personal finance more engaging, interactive and exciting thus building a more loyal customer base
Real-time Receipt Processing
Real-Time receipt processing can be integrated within financial apps resulting in more efficient and streamlined financial processes.

Who This Affects Most

Music Industry
The music industry has an opportunity to create more engaging, interactive and innovative content for consumers which could result in more revenue
Personal Finance Industry
Personal Finance Apps and Institutions can take advantage of gamification to create unique experiences for their users which could improve customer engagement and brand loyalty.
Technology Industry
The integration of real-time receipt processing technology within financial apps and institutions have the potential to result in more efficient and streamlined financial processes.
SCORE
1.8 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America
GENERATION
  • Gen Alpha
  • Gen Z (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 6%
Activity 39%
Freshness 8%

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