Please Aggravate Me: Is Gamifying Customer Service a Reality
Convince & Convert
MARCH 28, 2012
According to a report focusing on online casual and social games from market research firm Newzoo , 126 million Americans, or 87% of the 145 million U.S. gamers ages 10 to 65, play games on social networks or casual game websites. Brands could reward customers with coupons, miles or points for their ‘waiting on hold’ time investment.
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