Game on: Engaging customers and employees through gamification Harvard Case Solution & Analysis

Supervisors are frequently tasked with increasing the participation rates of key stakeholders, such as clients and employees. Gamification--defined as the application of game design principles to change behaviour in non-gaming contexts--is a tool that, if crafted and executed properly, can increase involvement.

In this informative article we discuss gamification can aid customer and employee engagement, and delineate between four different types of employees and consumers who act as 'players' in gamified experiences. We conclude by presenting five lessons for supervisors who wish to use gamification and include illustrative examples of gamification.

PUBLICATION DATE: January 15, 2016 PRODUCT #: BH714-HCB-ENG

This is just an excerpt. This case is about SALES & MARKETING

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