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. 3 Ideas for Gamifying Customer Service. Rewards for Using Self-Service Channels.
Let's personalize your content