Browsing Tag

gamification

PowerBuy, Announces New Multi Product Group PowerBuy Gamification Feature

PowerBuy has launched its newest group buying feature, the Multi Product PowerBuy, now available on the Shopify app store. Shopify merchants can now add social group buying to their online storefront. For shoppers, Multi Product PowerBuy provides a unique, fun, and gamified shopping experience that motivates social sharing and transforms customers into micro-influencers. For merchants, increased consumer engagement results in more new customers, reduced customer acquisition costs, reduced cart abandonment, increased…

Midway-2020, Influencer Marketing is the Brightest Spot in Brand Promotion

Community and competition: These are the two end-points of the new cultures to model influencer marketing strategies. Branded content marketing rulebooks are rewritten all over the world. The COVID-19 has completely disrupted the way marketers create content to engage and influence audience. Brands are leveraging influencers to croon their sentiments and connect with the audience through emotion-based engagements. This is the norm across Instagram, Twitter, TikTok, YouTube and every other popular content sharing and social…

Driving Engagement for Channel Sales and Customers in a Pandemic, Now a Little Easier With Magentrix Gamification

Magentrix, a software provider specializing in partner relationship management (PRM) portals, and customer success portals, has announced a new feature that can help make engaging partners and customers significantly more likely. During the current COVID-19 pandemic, when engagement with one’s sales channel partners is paramount to success, Magentrix aims to facilitate this process with its new rewards and redemption modules - a functionality very few sales channel management providers currently offer. Marketing Technology…

Brightspace Now Integrates With Microsoft Teams

D2L enhancing online learning through collaboration Global learning technology leader D2L announced that its Brightspace learning management system will now have a deeper integration with Microsoft Teams, a leading online collaboration platform. Marketing Technology News: IAB Reveals Podcast Upfront 2020 Presenters Brightspace users with a Microsoft Teams license will now be able to seamlessly transition between both tools with the Microsoft Teams – Course Connector. This integration combines the strength and…

Associations with No Place to Meet Are Turning to JUNO, A Live and On-Demand Digital Platform

JUNO is pleased to announce the only all-in-one, live, and on-demand learning platform utilizing four human motivators to engage users and maximize the value of their experience. Gone are the days of multiple platforms, contracts, and vendors to secure ongoing engagement and learning with members. JUNO was built for a post-COVID-19 reality. Greater strain and tighter budgets require a flexible solution to handle the New Normal and beyond. Marketing Technology News: Acoustic Recognized as a Multichannel Marketing Hubs…

Genesys Acquires nGUVU to Bolster Employee Experience Capabilities and Empower Tomorrow’s Workforce with Gamification and Machine…

New capabilities for Genesys Cloud Workforce Engagement Management (WEM) serve as strategic step to enabling Experience as a Service for any organization Genesys, the global leader in cloud customer experience and contact center solutions, has acquired its long-standing partner, nGUVU, to add gamification to its comprehensive workforce engagement management (WEM) suite. Based in Montreal, Canada, nGUVU is a cloud-based software provider of gamified solutions that use machine learning and behavioral analytics to improve…

Why Gamification Doesn’t Work in B2B Customer Support

If you have ever worked in or been connected to the Customer Support industry, you might be familiar with contact center “contests” or “games” to drive increased performance. For example, the customer service representative that resolves the most tickets will be entered into a drawing for an iPad or some type of gift card at the end of the month. Gamification is commonly used to improve user engagement, organizational productivity, learning, and employee recruitment. When Gamification works in Customer Support In B2C…

Gamification: A Game-Changer for Inspiring Your Sales Teams

Gartner defines gamification as “The use of game mechanics and experience design to digitally engage and motivate people to achieve their goals.” In some circles, a stigma has developed around this term “gamification”—it’s now being labeled as a gimmick aimed at disguising work as a fun competition or baiting a generation of videogamers to show up to the office. That stigma misses the point entirely. Gamification isn’t a gimmick; it’s a gamechanger. Right now, there is a gaping hole in businesses between employers and…

Interview with Erwin Bos, Director of Sales, Europe, Tapjoy

"Apps offer so many better and more inventive ways to integrate ads natively into the app experience, as opposed to the tiny display banner ads that run on the mobile web."Tell us about your role at Tapjoy and the team/technology you handle. I am the European Sales Director at Tapjoy, which means I am responsible for building close relationships for the company with brands and agencies and trading desks throughout EMEA. Operating an opt-in, Advertising as a Service model, Tapjoy empowers people to unlock premium content…

NetworkNewsWire Latest Publication on Gamification Features DeepMarkit

NetworkNewsWire Announces Publication on Gamification and Entertaining Features Morphing Web Visitors Into Loyal Customers  NetworkNewsWire, a multifaceted financial news and publishing company,  announced the publication of an editorial featuring DeepMarkit Inc., a client of NNW and gamification technology company inventing new ways to engage consumers and other audiences. The publication is titled E-Commerce Growth Potential Supercharged by Gamification. Gamify has been winning over merchants due to ease of setup,…