Gamification in contact centres can accomplish so much more than simply drive performance. It humanises the work experience and makes the hard stuff fun.
Necessity is the mother of invention. YEE-HAW!
Breaking bad habits is much easier with gamification in the mix and you can use it to supercharge your workforce when you do it right.
Mixing it up and improving sales with gamification
There’s no shortcut to the promised land of employee engagement, but gamification can get you moving in the right direction.
Your multi-generational workforce may have vastly different and even opposing needs and values. But gamification is a force for engaging and unifying them for success.
Extrinsic and intrinsic motivation: "You complete me"
Gamified solutions appeal to a multi-generational workforce. Baby Boomers and Gen X-Y-Z all stay engaged with work through applied game theory and mechanics.
Gamification works because it taps into the powerful and instinctive drive that is our love of competition. We propose harnessing this innate human characteristic for social good. Are you in?
Gamification and engagement solutions that work! Motivate your employees to learn new skills or engage with something new and unfamiliar. Acknowledge accomplishment and proficiency by awarding...
Using collection sets in gamification sustains engagement and taps into a deep-rooted human drive to collect and acquire things.
For as long as gamification has been around, experts have been predicting its demise. Instead of planning a funeral, we propose a reboot. Move over gamification. Hello Motivational Design.
Gamification is evolving, as ever more research on motivation creates a broader reference for more purposeful, effective design. So, let’s call gamification for what it is: motivational design.
We now know that the brain is triggered and motivated like clockwork. Understanding a (teeny) bit about the main neurotransmitters is key to getting gamification right.
If you’ve ever tried to break a habit, you understand the often-tormented pattern of emotions that come with the effort. The initial rationale and brave resolve, the pull of temptation, the...
In a previous blog article, Fun vs performance, I talked about how Gamification can influence performance and illustrated my point with the formula “F+E2 = P (Fun plus engagement squared equals...
The six player types, which were initially developed using the Bartles model in 1996 and then refined by Marczewski in 2015 form a vital part of the key messages found throughout our blog.
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