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Gamification for Motivating Customer Loyalty?

We’ve been writing a lot about how gamification is taking employee motivation and engagement programs by storm, but does the same People + Participation = Productivity[1] theory apply to customer loyalty and incentive programs? Destination CRM.com says YES: “The things that make games so compelling can equally make employees, partners, [and] customers addicted to your B2B or B2C offering.” And we at GCP are compelled to say YES as well with case studies like this: Samsung saw impressive boosts in their customer loyalty program via their social loyalty program, Samsung Nation. With the Badgeville gaming platform, they grew their user generated content and website traffic, but more importantly; they achieved financial results as well! “Samsung, in return, saw 66 % more users submitting 447 % more product answers on its global Web site. Even more impressive, the user-generated content prompted 34 % of users to put 224 % more items in shopping carts”, states CRM.com’s article Game On. The reward is an important aspect of any motivation and incentive program, and since these games can be played online and anywhere in the world, the rewards should also offer international value. Gift cards are a common customer loyalty reward, but onthe international front; GCP offers maxchoice international vouchers. They act like gift cards, but with even more flexibility for international customers. Check out more information on
maxchoice premium international vouchers. For more in-depth information and case studies, check out
Game On: Gamification Strategies Motivate Customer and Employee Behaviors [1]
Engagement Strategies Magazine Game Theory: People + Participation = Productivity

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Deep Dive into Gamification for Employee Motivation and Rewards

If you are immersed in the world of employee motivation, recognition and rewards; you’ve been hearing a lot about gamification: a business tool to integrate key techniques and mechanics into the workplace via “games”. Simply put, integrating interactive games as a tool within training or incentive programs improves employee engagement, motivation and productivity. GCP’s gift cards are well engrained in such programs as game points can be accumulated to select a really useful “prize”, like lunches at
SUBWAY, Health and Beauty items at
CVS/pharmacy, high quality, trend forward, and professional fashions from
The Limited…GCP’s gift cards are carefully selected for B2B programs like employee rewards. GCP’s recent blogs lead to gobs of the evidence that gamification should be looked at seriously within incentive programs,
Incentive Experts Point to Gamification as Top Incentive Trend,
Snowfly’s 16 Key Findings for Success white paper,
IRF’s 12 Trends in Rewards and Recognition for 2012,
Gamification Keeps Employees Engaged and Brand Image Strong…but this blog offers you a deep dive into the mechanics of gamification, data on participation levels, performance and reward successes, and what you can expect long term. Take a deep dive into gamification with “
Snowfly’s Gamification in the Workplace: 15 Key Discoveries”, by Dr. Brooks Mitchell. His work has been published and referred to in hundreds of publications, including Forbes, Wall Street Journal, Fortune, and the New York Times.

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Gamification Keeps Employees Engaged and Brand Image Strong

According to Gartner Inc., of Stamford, CT 70% of the top 2,000 publicly held companies will use game-like applications to engage and reward their employees by 2014. Gamification is changing the employee engagement and rewards landscape. Gamifying employee rewards falls in line with social media and the concept of social sharing to create brand awareness and positive brand image. Whether applications are used internally, based on employee performance or externally, rewarding employees for promoting the company and bringing in referral traffic, the trend is growing. Gamification can reward employees in a number of ways. Some applications are designed for employees to accrue points for larger rewards, but others reward employees more frequently with smaller rewards such as gift cards to a choice of retialers, allowing the employee to essentially choose their own gift. The combination of the social component of game-like applications and the rewards employees work toward through the use of the applications makes gamifying employee engagement productive for both the employer and employee.  
For more information on gamification and to check out some existing examples check out this article in "Entrepreneur."

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Incentive Experts Point to Gamification as Top Incentive Trend

For many employers, making the connection between “games” at work and increased productivity can be a tough leap to make. But evidence of the success of gamification increasingly piles up and now there are many corporate success trends we can point to. Yet, the term “gamification” and the motivation technique is becoming a cornerstone of corporate and employee incentive programs. Snowfly, an employee recognition and incentive company reports over 2,700,000 hits on Google for the term, over 150 million of their corporate performance games have been played, and they expect gamification to be a 2.8 billion dollar business by 2015.1 In
Snowfly’s 16 Key Findings for Success white paper, they tout that their workplace games have a 93% participant approval rate within incentive and employee performance programs, yet the national approval average for traditional programs hovers around 45%.2 Many more key discoveries and lessons learned can be found in the
white paper. In
Incentive Research Foundation’s (IRF) recent top trends webinar, they list gamification as #4 out of their
12 Trends in Rewards and Recognition for 2012. IRF white paper outlines Gartner Group’s prediction “that by 2015, half of all managed innovation processes will include game mechanics, and that by 2014, 70% of all the Global 2000 organizations will have at least one “gamified application” in place.3 The future seems quite bright for this innovative interactive method of motivating, incenting, and rewarding. Are you using such techniques yet? Sources: 1 & 2:
Gamification after Twelve Years and 150 Million Games: 16 Key Findings for Success 3:
IRF Trends &
Gartner’s report: Gartner Says By 2015, More Than 50 Percent of Organizations That Manage Innovation Processes Will Gamify Those Processes

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12 Trends in Rewards & Recognition

I had the pleasure of attending the Incentive Research Foundation (IRF) 12 Trends in Rewards & Recognition webinar last week. It was a truly well put together and extremely professional event; I don’t tend to take these attributes for granted these days. And the
post webinar white paper download is filled with survey results, studies, insights, economic climate conditions, mobile technology implications in the workplace, the latest engagement techniques, and so much more. During the webinar, they noted that they’d release 2 new studies about the use of prepaid cards as incentives and rewards and
11 new studies and white papers on the use of rewards, recognition, and motivational meetings in the workplace. Here are IRF’s top 12 Trends, do take the time to download the white paper; it’s a must read for employers involved with engagement, motivation, recognition, and rewards…the things that keep your business ticking!

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