Müşterilerle Değer Yaratmanın Altın Anahtarı: Mutluluk Yaratmak Pleasure – ZEVK ALMAK Engagement – ANGAJMANI SAĞLAMAK Relationships – SOSYAL BAĞLAR Meaning – MANA YARATMAK Accomplishments – ÖLÇÜMLENDİRİLEBİLEN BAŞARI
Bilinçli Gözlemin Gücü Arthur Conan Doyle Dr Watson Joseph Bell Sherlock Holmes
»According to a 2012 white paper by Deloitte, “analysts claim [that gamification] will be in 25 percent of redesigned business processes by 2015 and will grow to a more than a $2.8 billion business by 2016.” The technology researcher predicts that 70 percent of global businesses will have at least one gamified application or system by 2014.2012 white paper by Deloitte »Badgeville has worked with a number of companies to incorporate games to improve employee engagement and measure and influence user behavior. »Samsung is one of its clients. Visitors to the site can earn points and badges depending on their social engagement. Users that “like” Samsung’s Facebook page can earn 200 points; those who submit comments and reviews can earn 300 points; those who register their Samsung products can earn 500 points. The more points they earn, the more likely visitors are to win a badge—or a reward for their activities. Some of the rewards include Samsung products. The bottom of Samsung’s website includes a leaderboard that lists users with the highest number of points.leaderboard that lists users »Badgeville clients have had some success: »Once it added gaming to its website, EMC2 increased the amount of feedback it received by 41 percent. »Bell Media increased customer retention by 33 percent by incorporating “social loyalty” rewards on its website. »Engine Yard increased the response rate for its customer service representatives by 40 percent after posting response-time leaders for employees to see.
Gamification to Co-Create Value Integrate enhanced game mechanics and social media to shift rewards –from extrinsic Money Promotions –To intrinsic Status Achievement competition