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For a limited time only get all five books from gamification design guru Mario Herger. In this Christmas Special included are all five published books from the Enterprise Gamification series with over 800 pages and more than 300 examples. All books are delivered as PDF-files, so you can carry and read them on your eReader.
Here is what you'll get (those are the volumes currently available):
Gamification is a current topic in various fields of application. This master’s thesis is concerned with the question how gamification approaches can be applied to sales processes. The aim was to identify conceivable areas of application for the use of gamification in sales and factors which are important for success. Furthermore it should be examined what requirements for a gamified software solution for the use in sales must be taken into account and which risks and limitations must be considered.
It was found that gamification can facilitate better training and development processes in sales, productivity of employees can be enhanced and an improved quality, amount and distribution of data and knowledge can be fostered. Factors for success which were identified are appropriate, clear and meas- urable goals, an open corporate culture and a positive attitude. A good game design, the use of game elements, a long-term and user-centred approach are important factors as well. Usability and compatibility had been identified as the main requirements for gamified applications in sales. But there are some risks and restrictions which one must be aware of. To these belong legal & ethical considerations, resource related limitations, undesirable effects and internal resistance.
This interview was conducted by Clark Buckner from TechnologyAdvice.com (they provide resources for customer loyalty software solutions, enterprise customer loyalty software, innovative employee programs, and much more). Also, be sure to check out their technology conference calendar.
When it comes to loyalty rewards programs, Ashley Tate and Barry Kirk know what works and what doesn’t. In this joint interview, Tate and Kirk reveal eight solutions for ways that loyalty programs fail to incite the kind of loyalty they strive to achieve with their customers.
For background, Tate is the Director of Marketing for BigDoor and Kirk is the Vice President of Loyalty Strategy for Maritz Motivation Solutions. Both companies have a keen understanding of the loyalty rewards program space and provide valuable insights below for companies looking to start or expand upon a customer loyalty program.
People procrastinate planning for the financial future. Although they see the urgency to explore their financial future, only 10% spends time on it (Wijzer in Geldzaken, 2013). In order to change this, Aegon started a campaign in the Netherlands to make people financially more knowledgeable. The heart of this campaign is Speeljetoekomst.nu. This online platform uses game-elements to give its users a playful insight into their financial future and how certain life events may affect it. The platform not only facilitates users to precisely overview their future financial possibilities, it also presents a supposedly dry subject in such a way that it becomes fun and arouses interest. From September 2012 till today over 370.000 people visited the online platform and spend over 3,5 minutes playing their financial futures.
The success of Speeljetoekomst.nu seems to be the result of the application of Gamification: the use of game elements and game design techniques in a non-game context. In Speeljetoekomst.nu game elements like an avatar, feedback, a narrative, a guide, challenges and rewards were used.
Being responsible for the Aegon brand in the Netherlands, I was surprised by this results and it made me wonder: is Gamification useful for motivating people to learn only, or can it be used to engage consumers with the Aegon brand? This question has led to the thesis “Gamification: the Engagement Game”. This thesis studied how Gamification can be used to create customer brand engagement and strengthen the brand. The objective was to evaluate the online platform Speeljetoekomst.nu on three different aspects: Gamification, Engagement and the impact on the brand. The methodology used to answer the thesis question involved both quantitative and qualitative research.