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About Gamification Buyer's Guide
The document provides an overview of gamification and how it can be used to increase engagement in both consumer-facing and business-facing contexts. It discusses how to measure gamification success through analytics and defines popular use cases for gamification, including loyalty programs, marketing/user experience, sales teams, call centers, onboarding/learning management, and health and wellness. Examples are given for how O2 Fitness increased customer loyalty and how Heineken engaged soccer fans through gamified experiences. The Aberdeen Group case study shows how gamification was used to change sales team behaviors.
Detailed Information
Author: | ['Matheus Ferreira da Rocha'] |
---|---|
Publication Year: | 2016 |
Pages: | 15 |
Language: | English |
Format: | |
Price: | FREE |
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