Slide presentation from workshop on using gamification for contact centres through boosting employee engagement to provide better customer service. Given at RMG Networks event on 18th October 2017 by Pete Jenkins of GAMIFICATION+
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Gamification for boosting employee engagement and customer service levels
1. The Power of Gamification in boosting employee
engagement and customer service levels
Pete Jenkins â November 2017
2. Š GAMIFICATION+ LTD 2015 2
Founder â GAMIFICATION+ LTD
Entrepreneur in Residence at University of Brighton
Chair â International Gamification Confederation (GamFed)
Researcher in Gamification in HR at CROME (Centre for
Research on Management & Employment)
Ambassador for Brighton & Hove Chamber of Commerce
Chair â Gamification Europe
7. ⢠3.12 million drivers through the
radar zones
⢠40 per cent of speeding drivers
slowed to below the speed limit
⢠Speeding vehicles passing the
signs have reduced their speed
by an average of 9.6km/h
⢠average reduction in speed for all
vehicles passing the speed
warning signs has been 5.4km/h
⢠Budget AUS$854,000 for 26 signs
Brisbane City Council â Emotive Feedback
8. Activision spent 6 years and how much money developing
and launching the game Destiny?
A. ÂŁ31,000,000
B. ÂŁ105,000,000
C. ÂŁ310,000,000
9. How much did Destiny make in sales on the first
day?
A. ÂŁ50,000,000
B. ÂŁ500,000,000
C. ÂŁ900,000,000
10. Activision Blizzardâs players racked up how many
hours of play time in 3rd Quarter 2016?
A. 100 million
B. 1 billion
C. 10 billion
34. Compettia - Atrivity
Average knowledge increase in players over a 5 day
period is 30%
80% of players end up playing it outside of work
hours
Most questions answered by a player in 5 days is
10,521 questions
Average player will answer 800 questions during a 5
day period
Most commonly play between 11pm and 1am
35. In 2015, how many viewers tuned in to watch
the League of Legends World Championship
finals?
A. 36,000
B. 360,000
C. 36,000,000
36. The prize for the winning team at the 2016
League of Legends World Championships?
A. $500k
B. $2m
C. $5m
57. Gamification Tip
Game players are already found throughout our
businesses.
Notice, value and reward game thinking
Use their creative and strategic thinking and embed
games into your culture.