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Please Aggravate Me: Is Gamifying Customer Service a Reality

Convince & Convert

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.

CSR 127
article thumbnail

Please Aggravate Me: Is Gamifying Customer Service a Reality

Convince & Convert

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.

CSR 126